Setup your DL & vision settings the max. range you want for any, one player, then add a "mask" token (since R20 doesn't have a FG layer; or a layer between the GM & token layer). Aaron's idea would prolly be better for controlling specific dimensions / shapes, but the method I use allows texturing; I haven't found a better way yet. Example: In the example above, I have 2 masks... one is the obvious "square fog" token & the other is a light-purple haze I found through a generic search. I tinted the haze a deeper purple to make it stand out more, then added a dark-grey aura around it. Hopefully you can see the difference in how each mask obscures the map layer in its own way. In a dark, DL setting, the haze would look more natural. Using this setup, you can place GM-controlled "haze tokens" in the places you want to obscure more of your player's vision, without interfering with R20's DL system or whatever vision you gave the tokens. I think there may be API's out there that will give you the ability to change a player's vision more easily (if you want their vision reduced in the mask token), but you'd have to look around GitHub . Perhaps you could use this method in combination with Aaron's idea. Hope this helps.