Well lets see.
As far as a blanked movement debuff goes. Sharp objects on the ground like broken glass, thorns and caltrops will force anyone moving over them to slow down. Assuming they realize the danger is there to begin with. So dangerous terrain like this could be used in two ways. An obviously trapped portion of ground will be avoided by enemies. Ground that doesn't *look* trapped may not be discovered until its too late. This "area" effect will slow down a hostile force, regardless of what size it is. If the danger zone is only 5 feet wide, people carefully stepping over it will slow down the people behind them.
Measuring the effects of these obstacles on the individual soldier is not that hard. Lets say for every step over a patch of ground has a 25% chance of landing on something sharp. The % chance depends entirely on how "dense" the sharp things are. Whether or not the entity actually gets hurt would depend on the strength of thier boots.
Lastly, how much of an effect any injury has depends on where it came from. Stepping on a thorn will make you limp around in pain and force you to stop and remove it. It is certainly not dangerous enough to cripple or maim. But a spike trap would certainly fit the bill.
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So to sum things up. Dangerous terrain slows down people who can't deal with it. In the case of thorns that means posessing strong boots. Troops can ignore the danger and move over such zones at full speed, but this increases the chance they will get hurt.
Individual members of a unit will react separately. One soldier out of 500 who injured his foot will start to limp. This reduces his speed for a while until the pain fades at least. This effects the group as a whole exactly as you would expect. If the group is ordered to move faster than the limping man he will not be able to keep up. If he is in formation the pattern will get disrupted as he falls back to the rear of the group.
Once he reaches the end you have to make a decision. Leave the guy behind (with all the risks and problems that entails). Slow down the entire unit to match his speed. Or use members of the same unit to help move the injured guy along, at the cost of none of them being able to fight.
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As far as player feedback goes, this kind of thing is very intuitive. Troops crossing dangerous terrain will slow down, unless ordered to continue ahead. Units which are immune to the danger will act normally. But they may not realize the danger is there which could be inconvenient for anyone following them. Individual soldiers in a unit will start to limp if they injure thier feet and they will slowly drop to the rear of thier formations. Even if you don't get little text warnings that these things are happening you can still figure out whats going on just by observing the situation.