Libramarian
Adventurer
Eh, more complex choices are not always more fun. The different options need to have clear consequences that make sense. I want it to be clear what this is supposed to be like--are you like a burglar who wants to hurry because the more time you spend in the area the greater you risk being discovered? Or are you like the police officer making your way through the place, where you know you're going to have the same encounter eventually so moving more cautiously allows you to be better prepared when it occurs?I disagree that encumbrance should replace the pace choice. Instead, encumbrance should supplement that choice by affecting it. Namely, if encumbrance slows down the party's rate of speed, then their encumbered speed becomes the base speed from which they pick to move faster or slower. Thus, the choices multiply even more. Instead of drop the treasure and move fast or keep the treasure and move slow, it becomes more complicated. Drop the treasure and move normally which is now a pretty good clip? Keep the treasure but move recklessly to compensate and hope for the best? And so on.
Premature collapsing of choices has been the problem in D&D design from the get go. I'd prefer they avoid that as much as possible.
Because wandering monsters don't exist until they're rolled, and the number of checks made depends on how long you're in the area, moving quickly is not really reckless.
I want to trade one clear consequence for another--more treasure vs. more danger. I don't want to choose between number of fights and proportion of fights that begin with surprise.