Give me some time to read and think about it. I've just read them quickly.

That's great to be specifically indicated: "Whatever makes sense". Myself often divide the travels not by the number of hexes (as indicated in my own rules), but in "significant" legs. If the company travels south from Rhosgobel along the nether vales of the Anduin, and at some point enter Mirkwood to reach Dol Guldur, I won't make it a single Journey with a single roll at the vale's TN. I'll make it two different Journeys, of couse, with different TNs and Hazard types. For simplicity, I usually use the number of hexes, but it's not a must.jamesrbrown wrote: ↑Sun Aug 06, 2017 4:28 am
1. Set route: Divide the journey into shorter legs according to terrain, region type, mode of travel, or whatever method makes sense.
Too crunchy for me, although it should surely work for many people. I wanted to avoid all this calculations, and having to look at tables, multiplying and dividing, etc.jamesrbrown wrote: ↑Sun Aug 06, 2017 4:28 am3. Terrain: Multiply the distance for each leg by the terrain modifier (see Terrain Difficulty table, page 156).
4. Speed: Divide the modified distance of each leg by the speed of the company (this determines the length of the journey in days; see Speed table, page 168).
5. Fatigue gain: Determine the expected amount of Fatigue gain for each leg of the journey by dividing its length according to the season (round up any remainder).
If travelling by boats or ponies, halve the results and round up.
- Winter: days/0
- Spring: days/3
- Summer: days/4
- Autumn: days/2
For example, a 10 day trip (200 miles by foot) will increase Fatigue by 10 in Winter, 4 in Spring, 3 in Summer, and 5 in Autumn. If boats or ponies are used for the same trip, companions can expect to gain Fatigue at the rate of 5 in Winter, 2 in Spring, 2 in Summer, and 3 in Autumn.
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