This mechanic allows all characters the ability to meaningfully contribute to traveling as well as increases player decision making, allowing the party to take calculated risks and reap the rewards or suffer the consequences at their own hands.

Overview

Each part of you D&D world can be divided into distinct regions. Each region is in some way unique, but while your adventuring party is attempting to traverse them they can be boiled down to four attributes.

Difficulty. DC of the group check required to gain Travel Dice. The plus-minus sign (±) determines the upper and lower DC.

Food: DC required to find food and water. Failing the DC results in no food or water being found, succeeding means the party finds food or water. The party can then roll again, succeeding a second time means food and water is found in abundance, while failing has no effect.

Shelter: DC needed to find appropriate shelter. Failing the DC results in no suitable shelter being found, Succeeding means the party can find shelter from all but the most dangerous weather conditions.

Speed: DC for what pace the party can traverse the region. Failing results in traveling at a slow pace, succeeding means the party can travel at a normal pace. The party can then roll again. Succeeding a second time allows the party to travel at a fast pace, failing has no effect.

after determining the speed at which the party can travel the party can choose to travel at Double Time and increase their travel pace while gaining adverse effects.