Layers 3 and 4 (Tokens: PC / NPCs) should be just 1 Layer instead of 2 or else using the initiative tracker would be a pain to use as the GM has to always switch Layers. As for the Drawing Layer I really don't see how to have that right now where Players can draw things on the Maps, too! EITHER it switches to that Layer automatically when someone draws something OR Players would need the ability to switch Layers themselves which would only lead to confusion. IMO there should be these Layers: Foreground Layer (Effects etc.) GM Layer Lighting Layer Token Layer (Tokens of all kinds) Layer for AoE Shapes, Spell effects, ... Map Layer F1 in use for Layer switching does not work, too as it would open the Help File for the Browser... Tim W said: +1 vote from me! I would find a foreground layer with toggled transparency for player visibility, immensely useful and more immersive for my players (and me!) - I can think it would be useful for spell AOE templates, weather effects, fog, and top-down views of obstacles and roofs (as some have mentioned before) this would be simply superb! I think a few have mentioned the ability to create custom layers with different characteristics set depending on how the DM/GM wants to use the layer in question. This would ultimately be the most useful and flexible feature in my view, perhaps there could be no limit to the number of layers, but I suspect performance issues may create some kind of ceiling to this feature (10 layers) - I would use this to create all kinds of useful layers to organize the game tokens, templates and effects displayed on screen to my players. Below is an example of the hyper-functional setup I can imagine: Drawing Layer - For PC/DM/GM drawings using the drawing tool, ideally this can have visibility toggled, and will avoid the problem of deleting important tokens that are set to be 'drawings' when someone clicks the 'delete all drawings' button after their players have been scrawling every kind of profanity possible onto the map) - this allows players to map-out actions, or indicate elements of map to the DM/GM and each other and make notes etc... Foreground Layer for the features / visual effects described above - weather, obstacles, rooftops etc... (including the grid perhaps?) PC Token Layer - For PC tokens, intended for their tokens only, (including companions, summons, etc...) NPC Token Layer - For DM/GM creature tokens, adversaries etc... GM Layer - For hidden tokens, GM overlays, map keys, GM hints / reminders etc... (essentially this remains as it currently functions) Template Layer - For spell templates, AOE effects etc... (editable / usable by both players and DM/GM) Lighting Layer - For static lighting tokens to provide atmospheric lighting for maps etc... (this would interface directly with the 'Terrain Layer' below) Terrain Layer - This would function as the current Lighting Layer functions, allowing DMs/GMs to place drawings / polylines etc... as movement barriers that block light and/or token movement for PCs Map Layer - This would function exactly as the current Map Layer functions (I see DMs/GMs using this to overlay imagery for changeable parts of the map, like traps, secret doors, hidden rooms, environmental variants (collapsed bridges, tunnels, rising water levels etc...) Background Layer - This would function exactly as the Map Layer above, but allows one more layer of flexibility for the DM/GM to use as they see fit (this would most likely be used as the layer that the main map is located and usually assigned a locked position by the DM/GM) The above layers could be quick-keyed to the numerical keypad or the F1-F10 keys (with F11 reserved for the measurement tool and F12 for the combat initiative.