Stilts wrote:For me, it depends on whether my character can heal more quickly, or is harder to hit, than others. If I've got a character with only 3 or 4 Parry, he's much more likely to get hit from a 9 or 10 Edge and would require better armour. A Hobbit who has Tough in the Fibre or a Woodman with Hunter's Resolve (or Staunching Song) wouldn't care as much about a wound and would thus be more inclined to wear something lighter.
Similarly, as soon as my Woodman gets his Hound that will change the calculus on wounds. But these are relative differences. A Woodman with a Hound is less likely to suffer a Wound than one without...but how much less? Starting from what?
I'm not saying armor has to be chosen by mathematical optimization; I myself choose armor and weapons based on character concept, not math. But to the extent that it's fun to talk about the theorycraft anyway*, it doesn't make sense to me to talk about the optimal encumbrance/protection trade-off
without doing the math. The math just can't be intuited, nor can it be derived from experience: you simply cannot gather enough data playing this game with dice to make an accurate assessment. A slightly lucky or slightly unlucky streak will dramatically distort the perceived results.
*My interest in this topic is more about game design than it is about optimizing my characters. I'm interested in how to avoid there being an optimal choice
so that you can make roleplaying choices without worrying about your preference being "bad".