[...]
Seems to be quite the way I wanted to do it.
I use the character's pace, and I do a Maneuver Roll in the percentage column (But I don't apply any skill bonuses, for I don't know which to) .
A character has a number of Hexes he can cross each round, depending on his pace. I apply the %age on this number of hexes. Gives me the number of hexes that were crossed during that round.
Encountering an obstacle, I make a Maneuver Roll, applying the appropriate skill bonus and the difficulty given in the pace table (p26).
Ex: Bob is running after Bill (he, guys, what good fantasy names, don't you think ?). There's a stall on the way. They have to jump over it. They're both sprinting. So they've to make a jumping roll (all or nothing). If it succeeds, they can make their %age Roll, if it fails, they couldn't go over it (because of the pace, I would say the character got hurt too...)
The jumping roll difficulty is extremly hard, because of the pace, and you can make it more difficult because of the size of the stall.
Does all of this make sense to you ?