I usually run with the "Dynamic Lighting Barriers Restrict Movement," because that's an awesome way to keep players from accidentally straying onto the wrong side of the wall. I also often use one-way windows or solid dynamic lighting barriers to block vision through something people shouldn't be able to see through, e.g., a doorway filled with smoke, or visibility from uphill looking down (which often isn't equal with people downhill looking up). It would be nice if, just as we can now specify directionality of vision with a line on the light layer, we could also specific permeability of movement through a specific light layer line. For example ... Te passageway is filled with opaque smoke (the artist even added it!). I've added some cloudy shapes to provide light barriers from either end. But for Susan to get where she is, the GM has to move that barrier aside (which means Bob or Fred can briefly see down the corridor) or manually drag Susan's token into the smoke himself, then to the other side where she realizes there's someone waiting for her. It would be great if the cloudy barriers here could be set as opaque to vision, but passable for a player stepping their token along down the hallway. It would become one less thing the GM has to do. Or in this case: Bob and Susan should probably not be able to see each other, assuming there is a ceiling over the stairs. I can draw a dynamic light layer line (or two) to indicate how far down Bob would have come downstairs to see Susan, or how far upstairs Susan would have to come to see Bob ... but unless I've made all dynamic lighting line permeable, I as the GM have to then manually remove lines (giving people behind a free show), or manually drag people over lines (reducing autonomy).