There are two major frustrations that my players and myself have when it comes to the "sight" dynamic in Roll20. The first, while using Fog of War, it takes a lot of time for the GM to uncover new map areas and then "hide" any remaining "baddies" back under the GM layer when the PCs move out of their individual "sight" distances. The second complaint is that Dynamic Lighting currently leaves my players stranded in a sea of blackness with no visual reminder of where they have just been. Sometimes this is exactly what I want, as it is quite entertaining to see my players panic on how to get out of the labyrinthine dungeon they just wandered into or where Uther went when he decides to charge ahead. However, most of the time it gets in the way of gameplay and the conceptualization of the current map they occupy. On several occasions my players have asked me to turn off dynamic lighting and use fog of war just so that they can remember where "that dam%ed door was". Or, the flip side, they also gripe about being surprised by a baddie that was sitting just on the other side of "that black line" created by the fog of war effect. On my end I am constantly having to change layers of tokens to keep them out of the players view which drastically slows game play. A possible solution to this was Warcraft 2's answer to fog of war. Not only do PCs get the "in control" (sight) benefits of dynamic lighting, but they are also treated to a dimmed path they have taken throughout the Dungeon crawl, so that they can remember where the have been and the general lay out of the dungeon (while dangers creeping up behind the are still "invisible" to the PC's sight). Put simply, the characters use their sight bubbles to "open" up the map, while still being blind to areas normally restricted by the current structure of Dynamic Lighting. However, the players could now look back over the "darkened" map and not just see utter blackness, but the serpentine track they took to reach the area they are currently in.