Yepesnopes wrote:I am not sure I like it for the only reason that if a fellowship would have to cross the misty mountains as part of a longer trip, e.g. From Beorn's house to Rivendel. How will your rules account for that very dangerous but short (in hexes) part of the trip? Or am I missing something?
Just to clarify, the difficulty of the Fatigue and Hazards tests are set by the Region Type (i.e. the runes) crossed (p.158 table), not by the Terrain Difficulty (i.e. the colours) (p.156 table). The Terrain Difficulty is only used if the exact duration of the Journey is needed.
In your example, the High Pass (6 hexes) is Wild Lands (TN16), the West Middle Vales (6 hexes) are Border Lands (TN14) and both the East Middle Vales and the Rivendell region (8 hexes) are Free Lands (TN12).
That's also a concern I have: If a journey takes a group along 14 Dark Land hexes (TN20) and 15 Free Land ones (TN12), the whole Journey will have a difficulty of Easy.
The idea of counting the only the main terrains difficulty comes from AiMe, though (p.165). But I admit I don't master those rules so much as to know the exact influence of the Peril Rating, and how it can be compared to TOR's TN for the Fatigue tests:
Determining the Peril Rating of a Journey
The Loremaster should consult the Loremaster’s Map
to determine the difficulty of the terrain through which
the journey passes. Whichever type of terrain forms the
majority of hexes passed through by the proposed route
determines the overall terrain type.
In those extreme cases, what I'd recommend (until some interesting idea comes out) is that the LM uses common sense and decides to divide the whole Journey into legs, i.e. in two (or more) Journeys.
Or, if the very dangerous part is a short, but significant one, don't modify the TN for the Fatigue tests, but set the Hazard(s) there and use that Region's (higher) difficulty for them.
An example of this would be the (improbable) Journey from Barad-dûr to Linhir: 12 hexes through Dark Lands in Mordor, 7 through Border Lands in Ithilien, 25 through Free Lands between Lossarnach and Lebennin. If taken as a whole, with my rules that would simply make a Long Journey with TN12 for the Fatigue tests.
As a LM, I think we all would do first a Medium Journey through Mordor (or even Short if using the road) with a TN20.
After that, I'd do a second different Journey from Minas Morgul to Linhir, a Long one but with TN12.
Any other ideas that could help improve this, without having to resort to tiresome calculations?
If we were to begin doing maths to compare how a Dark Land's hex relates to a Wild Land's hex, then we could already return to the RAW Journey's system, and I'd like to avoid that part.