This was talked about in one of my roleplaying groups a while ago when we ran into a very awkward issue with the "line of sight". The map in question featured a village with a ground level and several buildings with rooftops that were very much traversible. In order to account for the LOS and the fact that tall buildings would realistically obstruct your view, lines were drawn across these rooftops to block the view of characters on the ground. Now, when characters wanted to climb these rooftops, we ran into a teeny tiny issue... Seeing as the LOS "walls" also obstruct player token movement and can't, by design, be seen through... The emulation of LOS from a rooftop was impossible to achieve on a normal map without adjusting the LOS for every player present by being forced to remove said wall or have the GM manually move the player token back and forth over the LOS wall in order to allow them to remain aware of the going-ons throughout the map. Ultimately, having to create a separate map for the rooftops would be counter-intuitive since the player on the rooftop wouldn't be able to take advantage of their new vantage point and wouldn't be able to see what was going on around the rest of the map anymore (not to mention problems with the initiative counter for combat encounters). So, here's the suggestion... Is it possible to add a separate set of layers (or more) to one map that has its own set of LOS blocks (or an absence thereof, entirely) to which a player can be moved where they can still see what is going on in the base map? Only all tokens on the base map will appear slightly transparent from the "upper layer", and vice versa, which gives further indication of token location and positioning for games that rely especially on token placement. This would not only help with the LOS issue for more complex maps, as I'm sure it has a more versatile usage if you get creative (such as ethereal and/or invisible player characters, off the top of my head). Thoughts?