Ecorce wrote: ↑Fri Sep 29, 2017 8:50 am
Just a thought on "Forcing the March".
You suggest to double the number of fatigue tests (not exactly what you wrote, but this is finally the same?).
So, more fatigue tests, whereas one aim was to reduce the number of rolls.
Not exactly the same.
The proposed rules say:
-Short [1-12 hexes]: 1
-Medium [13-24 hexes]: 2
-Long [25+ hexes]: 3
If the Travel is up to 6 hexes long, then Forcing the March doesn't increase the number of Fatigue tests, only makes you roll the test with your lowest skill between Athletics and Travel.
For everything else, the group simply does one more test (i.e. the Travel is considered as entering the next tier or difficulty). If going by the letter, a Long journey can be Forced and would not imply more than 3 tests. In this case, though, I'd recommend dividing the journey into shorter legs if possible.
In any case, using your lowest skill usually implies thatyou'll fail more Fatigue tests than usual, even with the same number of tests.
A hero with the same skill level at Athletics than Travel could always Force the March when doing travels up to 6 hexes (I'm ok with this, it makes sense to me), or also for those above 25 hexes. This last one could be a weak spot in the rules. In real games I haven't found this to be a problem, because Forcing the March has to be done by the whole Fellowship, and there's never a matching of both skills for every member of the group. But the rules fail eitherway.
From your options, as my house rule already implies that almost ever some Fatigue will be gained from travelling, I think the first option would be a better one. Increasing the Fatigue that will surely be gained even more could be too taxing. By only increasing the TN, the players always have options like spending Hope, getting Rewards that reduce the TNs of Fatigue tests (Twice Baked Honey Cakes), to avoid that much Fatigue.