We have lighting options, which are really nice for setting mood. We even have the option to restrict player's map vision to what their token can see, which is ALSO pretty awesome! It means that all those instances of players not being sure if they could see/hit something without it having cover don't have to happen anymore. Unfortunately, maps that wind up being totally black outside of what the players can see as a consequence tend to wind up disorienting, and I've had my players get frustrated and confused. Now, the compromise is to not restrict token vision at all, and ONLY use fog of war, but I don't think the solution to a problem should just be to not use what could be a really good feature. I have had a few ideas, here. 1) Perhaps a way outside of a token of granting players blanket vision of a specific area? For example, if the players left base "camp" on a map, and I wanted them to retain vision of the camp, I could grant them vision that way? Currently, of course, I can just give them control of a token, but that seems suboptimal. (Expanded in 3.) 2) A "decal" layer; anything placed on it would be considered fully lit and players would have full vision of everything on this layer at all times. (Unless hidden by fog of war.) What would this mean? Let's say I broke a dungeon map in to two parts; I don't want players to have vision of areas they can't see, but I want them to have knowledge of areas they've already been. So, a map that previously looked to players like a single island of a room surrounded by inky blackness... would now look like this. 3) An alternate suggestion to the decal layer; perhaps adding another option to fog of war, so that in addition to being able to mark "fog" we could mark areas players should have absolute vision? (A sort of anti-fog, I suppose.) Allowing this to trump line of sight restrictions would be fabulous. Unlike the decal layer, this would merely grant absolute vision. Areas would still need to be lit to be seen properly.