Ok, I didn't know that. Thanks.Elfcrusher wrote:You're right, you could lower encumbrance values and make heavier armors more viable, but the problem (from my point of view, anyway) is not just that heavy armor is bad, but that there is an optimal choice. So that even if you shift the point of optimal armor by reducing encumbrance across the board, there is still (statistically) an "optimal" armor. (Stance seems to have the same problem, to some extent.)
Regarding the rest of your post, I fully agree. The question that I still can't answer is: why does heavy armour fail to do his job?
I mean, when you look at the numbers of the RAW, they seem to make perfect sense, the heavy armours making you wearier than lighter armor, but protecting you from deadly blows. Why doesn't it work??
Is it too easy to reduce someone's Endurance and/or too difficult to Wound?
Maybe the best choice of armor is also related to the kind of combat? In a one-on-one combat, lighter armor behaves always better (because there's a lesser chance of recieving Wounds), while heavy armour is only optimal for combats against many foes (higher chance of recieving Wounding)? In this case, the heroes would normally travel in light or no armor (like the Grey Company in the books) and use heavy armors only when expecting a large battle (Merry, Legolas and Gimli in the Helm's Deep, Pippin in the Morannon). If this assumption was right, and heavy armors worked better in large battles, then comparing them in the simulator only with one-on-one combats would be unfair.