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General Tabletop Discussion
*Dungeons & Dragons
How do you really handle illumination in your games?
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<blockquote data-quote="Li Shenron" data-source="post: 9837091" data-attributes="member: 1465"><p>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.</p><p></p><p>But then while running the game I often totally forget about it, and end up essentially handwaving it. </p><p></p><p>It's easy not to forget about the obvious cases, such as when someone/something is <em>invisible</em> or trying to hide and sneak, as well as taking into account cover and other physical concealment that might obscure vision (fog, foliage...). </p><p></p><p>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 <em>ranges</em> matter, but most of the time I just end up assuming that if <em>one</em> PC has <em>any</em> light source, then everyone can basically see a whole dungeon room at once.</p><p></p><p>Note that I play exclusively in person, so I don't have the aid of "fog of war" features from a VTT.</p><p></p><p>How precisely do you enforce illumination rules in your games, and how do you manage to keep everything in mind?</p></blockquote><p></p>
[QUOTE="Li Shenron, post: 9837091, member: 1465"] 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 [I]invisible[/I] 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 [I]ranges[/I] matter, but most of the time I just end up assuming that if [I]one[/I] PC has [I]any[/I] 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? [/QUOTE]
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How do you really handle illumination in your games?
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