This post is effectively a continuation of this topic from a couple years ago: <a href="https://app.roll20.net/forum/post/887941/dynamic-l" rel="nofollow">https://app.roll20.net/forum/post/887941/dynamic-l</a>... The question is whether or not there is a convenient or commonly used method to allow players to retain vision over areas previously explored in a dungeon while using dynamic lighting. Effectively I'd like my dungeon runs to have a bit of a diablo minimap feel for those familiar, which is to say that everything unexplored works as per normal dynamic lighting rules, but once uncovered can continue to be seen by the players. I've read the previous thread in its entirety, but it's a couple years old, so I was checking to see if there are any updated methods. I understand that one method would be dropping a token with light/vision that the players have control over into every explored area. I know I would need to keep monsters sneaking up behind them hidden on the DM layer, but that's not a problem. The reason I'm looking for a better method (if one exists) is because many dungeons have tight turns and nooks/crannies that would make this method very awkward to use. There would either be blind spots or there would be literally dozens of these "vision proxy" tokens on every level of the dungeon. See the basement of Death House in Curse of Strahd for a good example of the "tons of nooks/crannies" problem. Note that I understand the normal "no retained vision" functionality makes the most sense and is the system working exactly as intended and at the most realistic level. That said, my players can get frustrated at quality of life type issues, and I don't want to make them hand map the dungeon as they go through it (as they definitely would not do that; they would just express frustration a few times and eventually request to stop using dynamic lighting all together, which would be disappointing). What I would love to see (and understand is not a technically small feat) would be fog of war to override dynamic lighting settings in all cases. As it is, fog overrides dynamic lighting, but revealing an area does not. I'm effectively looking for "fog of war" to function as it does in most video games (black until explored, greyed out after). Thanks for reading! edit: If the mentioned token method is still the best practice for what I'm trying to accomplish: what is the best token setup people have found or could suggest? Is there a way to have a token that provides light and vision to the players without them seeing the token itself? Anyway to have a "ghost token" of sorts, where the only thing visible is the light silhouette? Any recommended layer/token settings for this would be appreciated!