This post. specifically the part about movement costs, made me reflect on something.
In Knave, a PC can carry items equal to their Constitution Defense, minimum 11, maximum 20. These numbers look like the maximum Movement rate per travelling day (120') and the maximum if the PCs go for a forced march (180') in B/X.
These numbers are also close to B/X's maximum load of 1,600 coins, if we assume 100 coins/slot.
If we combine these rules with the post on Movement Cost above, plus another common rule of Fatigue taking slot space, we can devise a system where each hex travelled weighs you down with Fatigue, that respects B/X movement rates, simplifying them.
How is this simpler? You won't have to ask who is the slowest in the party. PCs will simply fill their inventory slots each hex until someone claims they can't go on anymore. You won't have to write the movement rate on the character sheet, nor lose time tracking when it's raised or lowered. because all these information will be covered by the inventory.
Rules:
Fatigue cost:
[Terrain type, Example Terrain, Fatigue (per hex, per PC)]
Easy: Roads etc, 2 Fatigue
Average: Clear, Grasslands, Trail, etc., 3 Fatigue
Moderate: Forest, Hills, Desert, etc., 4 Fatigue
Difficult: Mountains, Jungle, Swamp, etc., 6 Fatigue
Rest:
Every 2h of rest removes 3 Fatigue. All Fatigue is removed after a week spent at a safe haven.
Optional rules:
Mounts:
Mounts can carry a big load, but the Fatigue Cost is multiplied.
[Animal type, Slots, Fatigue modfier]
Camel, 60 slots, x3 Fatigue (x1 in deserts)
Riding horse, 60 slots, x2 Fatigue (Horses suffer 1d6 damage per Fatigue Point after 12)
Draft Horse, 90 slots, x6 Fatigue
War horse, 80 slots, x4 Fatigue
Mule, 40 slots, x2 Fatigue
A human being weighs as much as their Constitution Defense, or 10+HD if it's an NPC.
Vehicles can only travel on roads.
Cart (minimum 2 mules or 1 draft horse ), 90 slots, +20 Fatigue
Wagon (minimum 4 mules or 2 draft horses), 300 slots, +70 Fatigue
Dungeon exploration:
Instead of counting the squares, use an overloaded encounter die, rolled every time the PCs change location, spend time in a location or make noise.
You can increase the chances of an encounter if the PCs are wearing heavy armour or if they're transporting treasure.
Evasion and pursuit:
In chase situations, the PCs can reach or shake the enemy off by taking more Fatigue Points than the enemy's Movement Rate.
Example: An Ogre, with Movement 90', is chasing the party. If they want to shake it off, they'll have to take on 10 Fatigue each, or think of something else. If they take 9 they can lead the Ogre somewhere. If they don't take any, the Ogre will reach them.
A short Rest of 10 minutes has a 1in4 chance of removing 1 Fatigue.
I'm really ctious about your thoughts, please leave a comment.