Li Shenron
Legend
I generally want to make illumination matter, and since it's a complicated topic I typically go back and review the rules frequently, almost every time when preparing a new adventure.
But then while running the game I often totally forget about it, and end up essentially handwaving it.
It's easy not to forget about the obvious cases, such as when someone/something is invisible or trying to hide and sneak, as well as taking into account cover and other physical concealment that might obscure vision (fog, foliage...).
What I keep forgetting, is to handle regular areas of bright light vs dim light vs darkness. I would really like to make light sources ranges matter, but most of the time I just end up assuming that if one PC has any light source, then everyone can basically see a whole dungeon room at once.
Note that I play exclusively in person, so I don't have the aid of "fog of war" features from a VTT.
How precisely do you enforce illumination rules in your games, and how do you manage to keep everything in mind?
But then while running the game I often totally forget about it, and end up essentially handwaving it.
It's easy not to forget about the obvious cases, such as when someone/something is invisible or trying to hide and sneak, as well as taking into account cover and other physical concealment that might obscure vision (fog, foliage...).
What I keep forgetting, is to handle regular areas of bright light vs dim light vs darkness. I would really like to make light sources ranges matter, but most of the time I just end up assuming that if one PC has any light source, then everyone can basically see a whole dungeon room at once.
Note that I play exclusively in person, so I don't have the aid of "fog of war" features from a VTT.
How precisely do you enforce illumination rules in your games, and how do you manage to keep everything in mind?

