One of the skills I've merged away, or just wrote away, is Hiking.
It makes a lot of sense, given that my DF game started centered on a megadungeon. No one needed to roll, so it really was a useless point.
But we've had a couple of wilderness settings in a row. But still no Hiking.
Basically, my philosophy is to cut away as many rolls from the game as possible where:
- neither success nor failure are especially interesting;
- they have marginal effects.
Hiking is definitely the former for me. It's just a speed issue. It's not like Boating, which can turn a idyllic day of travel into a horrible hell or dramatically speed up your transit to a new place.
I don't mind rolls being of marginal utility, as long as they matter a lot when they come up. My players greatly enjoy mocking Mimicry (Bird Calls), but if it comes up in play, you can be sure it's going to be significant. So that's a keeper.
That's why no Hiking, though - a short delay or a sped-up march isn't that exciting. I'd as soon leave it out . . . so I did, even with a wilderness trek on foot.