I hate to drag in an argument from the various Vampire threads - but I am going to love pointing out the general advice officially from wizards about wilderness journey's being something that drains surges. In particular, a complete failure on the hazard advice given in the article is brutal. Losing surges on individual failed rolls (and taking damage equal to surges) and losing a whopping 2d6 surges on a failed hazard challenge across the entire group. All taking damage = surge value (which I actually fundamentally disagree with - but anyway) for each surge lost.
In any event I really disagree with taking damage equal to your surge value on hazards. I much prefer taking damage equal to your level. It's far less punishing on lower level characters - let's face it being on 0 surges in the first place is a massive punishment to begin with - and it is kind of absurd to me. The reason why is because characters with bonuses to their surge value are suddenly penalized - big time. The big tough con primary cavalier or the dragonborn in the party will actually die *faster* than the weedy Vryloka wizard. The irony in that should be well appreciated.
Other than that I highly agree with the article and I quite liked it. Travel shouldn't just be ignored because it's not as easy to emphasize as linear strings of encounters in a dungeon.
Well, you wouldn't like my wilderness skill challenges.
I like to make them, oh ... you know ... challenging. Dangerous. Potentionally lethal, fatal even. I make a series of spiderweb-like routes through the relevant area of terrain to be crossed. I even have degrees of success influence the outcome.
Lets say either player choice or a nature check will send the players along one or another route. Beat the check by 5 or more the take a short cut (perhaps achieving 2 successes) and avoid any hazard. Success goes down a main route but a hazard or an obstacle has to be overcome. A fail ... well they walk straight into a hazard and have to immeadiately deal with it. Fail by more than 5 and they have to face the hazard in severly adverse circumstances.
Hazards and obstacles require a group check to be overcome, but any individual failure has a consequence that must be resolved immeadiately by the group before than can proceed. These circumstances are usually damaging and often cause the loss of healing surges. Group failure as a whole means they have gone from the frying pan into the fire.
I allow a player to "Lead" a group check, taking a hard DC to reduce the DC of all his team mates to surpass the hazard. Failing to lead makes things tougher for the group.
If players run out of HSurges, then the damage comes from real HPs.
That's a pretty simplified run down of how I do it. I have run challenges like this on several occaisions and they have been tense and exciting for everyone involved. When the players got through 'the Bog', a reputedly impassable swamp, they celebrated it like a real achievement. And it felt like the deadly swamp it had been cracked up to be.
If they had of failed the challenge they would have wandered into a very nasty encounter.
So whats the beef? Why the complaint? Don't get it, sorry? My players like things to be tough and difficult and over come that adversity. I reply in kind responding to their improvisation. Is it seriously because of Vampires ... or Vrylokas? Hell ... they aren't even in my game, and I couldn't care less about them to be frank.
I liked the article. I'm still going to keep doing it my way but I'm sure I can take ideas from here to improve my way even further.
Anyway, each to their own.
(P.S. in your further posts, Yes you do come across as snarky)