I have no particular comments to make ~ but for anyone who might have fallen away, the Juvenis campaign has just discovered they're in a dungeon.
Just an extra word on an effort I took up tonight to try to nail down the various issues with different armors that I use. The descriptions for these have never been precise and there never has been a proper metric for how they're made and what they incorporate. With the addition of CLO and the changes I've recently made to encumbrance, there always has to be some sort of push back for players that decide to load up on armor class. I've unbalanced that part of my game a little with these changes. Used to be, higher armor class meant moving slower. I'm adjusting that now to a higher armor class tires the character out sooner and starts to cause damage, while pretty much enabling combatants to move faster while wearing heavier armor.
To get this properly set in place, I need to know precisely what those armors are now, so players can make a choice that fits their needs. The amount of exhaustion they feel has to match the improvement of armor class to make the game experience measured.