Primitive Screwhead
First Post
Here, though, I think you're missing out another area that can be simplified. The whole "miles per day" thing is traditional, but for streamlined play there are other options that I like better. The way that some strategy games handle this is to divide the map into "areas" that take one "turn" (8 game hours?) to cross in any direction. The shape of the area is a function of the terrain:
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In 4e I started using 'Zone Combat' rules to make high level play faster and more entertaining. The basic concept is as you describe, with areas that take a move action to enter. The areas are linked by 'pathways' and 'stuntways'. Pathways are like the bridge over the river, an obvious chokepoint. Crossing a pathway grants advantage to the enemy on the other side. Stuntways are alternate ways of getting into the next zone, swinging on a vine or swimming across the rapids. These require skill checks and can be hazardous, but can get you safely into the next zone.. and possibly grant you advantage.
We could do area travel in much the same way, and have the advantage of using similar mechanics from the high level adventuring down into the combat level.
Funnily enough, I was thinking the other day about how "skill" is often manifest in "perception" - basically, someone trained and experienced in a skill will "see" a situation or problem very much differently than someone without the skill.
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Link this with the above idea of zones or areas and training could reveal stuntways. A group without any mountain climbing skill won't even see the possibility of climbing the cliffs of insanity as a way to cross into the next area. You could give a listing to the player of the sorts of stuntways they know about and have them suggest them during play.