Charlaquin
Goblin Queen (She/Her/Hers)
In D&D 5e, trying to make light a limited resource is kind of a fool’s errand. Tons of PC species have Darkvision, and every spellcaster has access to at least one cantrip that makes light, which means the only time the party will ever need to keep track of light as a limited resource is when there’s a human or halfling or something in the party and there isn’t a spellcaster in the party who took a light generating cantrip. And even in that case, the first time any of them gets to learn an additional cantrip they’ll probably take a light generating one.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?
Vision ranges are mostly a pain to deal with on the tabletop, because it’s extremely inconvenient to describe only part of a room. And, personally, I tend to treat dungeon exploration as partially abstract, so when I’m describing a room, I’m assuming the party is at least moving around in the room to cast their light around. What vision ranges do matter for though is encounter distances. If the monsters have a greater vision range than the PCs do, they can easily attack from the darkness unseen (and vice-versa). If both sides’ vision ranges are equal, combat doesn’t start before the monsters and PCs are within that distance of each other, and a fleeing creature really only needs to get beyond their enemies’ vision range to escape.

