Angelalex242 wrote:A fully armored character...
might have a great shield, a helm, and a mail hauberk.
Add to that, say, a Longsword...
And the fatigue is OVER the max endurance of the character in almost all circumstances. Sometimes including dwarves.
That is, a human being wearing such armor would START the battle weary. That's kinda not cool, because real Knights wore armor heavier then that and somehow managed to do fine.
Another idea, again my apologies if someone has already suggested this. This is based on adrenaline and should allow a character to begin combat in heavy armour without being Weary. Adversaries don't have to worry about encumbrance mechanics, so this will apply to character's only.
At the beginning of combat —
not the facing off nor when drawing up ranks or when waiting for the other side to advance, but when actual round the axes begin to sing, the arrows rain,etc. — a character's current Endurance is temporarily increased by the total of their favoured Body and favoured Heart scores. (If the character is wounded, they temporarily increase their current Endurance by Body +Heart.)
The duration of this increase is 10 rounds (5 minutes).
At the end of the 10th round, this same amount is subtracted from the character's current Endurance. Of course, all RAW applies throughout the combat. For example, when the temporary increase is subtracted if this reduces the character to 0, the character passes out from exhaustion (which they would have done earlier anyway if there hadn't been an increase).
Obviously this will also increase the survivability of the character.
You could counter this with an Eye trigger. Whenever an adversary successfully attacks (endurance lost) with an Eye, this 'telling blow' also causes the temporary bonus to be subtracted immediately, instead of at the end of the 10th round.
If you feel Favoured Body + Favoured Heart provides too much of a temporary increase, use another combination. Here are the averages of the pregen characters in the AB:
Favoured Body + Favoured Heart 13.5
Favoured Body + Heart
.......11.7
Body + Heart
.........................9.2
Body + Favoured Heart
.......11
Alternately you could just go with Plan B, and reduce the encumbrance all armour, including cap and helm by a third (minimum of 1), which will allow heavier armour to be worn without the immediate weary penalty. To balance it out, associate the heavier armours with expense and/or status.