I don't want a complex system, but I think travel is an important part of an adventure.
What I do like however is consistency. That is also the reason for combat systems in rpgs, instead of the master just telling the players what happends. The players can expect some sort of consistency with a random element.
The reason I started thinking that I'd like a simple but consistent system for travelling is the same as the reasoning behind the rules for combat, disease etc. Combat is a big deal, disease is a big deal and travelling the dangerouns world of warhammer is also a big deal. It's not something that should feel like taking an air taxi for 200 miles.
So... I'd like a system, that is simple and can support the naration of the journey being long, tough and risky. I could just hand out fatigue and a random disease to a player, plus demand 1 gold total.But I like the players skills to factor into the outcome. If the group has a ranger with them, skilled in tracking and journeying through the world, he should be rewarded for his skills, because skills only mean something if they are used.
I like more skill to be useful.
Instead of every player making an endurance type check, I imagine more skills could factor in and be useful for travel. Each players should make one relevant check for the journey. A system similar to the TOR travel rules, just simplified.
Resilience, ride and stealth could all be relevant for travelling depending on the route.
Folk lore, nature lore, leadership and observation could also be important during travelling.
I imagine demanding four checks, so if the players don't have a certain skill they may have to hire a guide.
For instance a journey through rough lands could require the following checks with different difficulties:
Leadership, nature lore, resilience and stealth.
The players get this information before the journey. Perhaps no one in the group has nature lore, so the players have to find a nature guide or risk the consequences.
Each player then picks a skill he wants to roll the check for. The Master then gets the outcome in successes, boons, baned, comets and stars on each check and from that encounters or consequences may occur.
Another trip through cold mountains harrowed by blizzards could require Athletics, discipline, first aid and intuition.