Mike Steele wrote: =Last year's Nightmare runs had me re-thinking AC though. My Druid's AC was very high last year (including full Dragonscale Set, +2 Bracers of Protection, Ring of Protection) and in one of the rooms (the Chain Demon I think) the monster rolled a 5 and STILL hit me! In past Dungeons I've had monsters roll an 18 or 19 and still miss - that is when a high AC was valuable. If you pump the AC about as high as possible, and still get hit at least 75% of the time by the monster, AC is pretty useless. I hope that last year was an exception though and that things are back to normal a bit next year.
Did you look in the module for the Nightmare stats for the Chain Devil (Bold is mine for emphasis)
Nightmare: AC:26 (+weapon immunity) Attack:
+25 Dmg: 10 HP: 66
So unless your AC was higher than a 30 a 5 could have hit you.
I think with Nightmare, the monster to-hit bonus is super high and so the focus should be on damage and hitting potential, as a good nightmare group will have consumable resources to spare. This would offset their higher HP and higher AC.
For regular runs I think the inverse is true, AC > damage as the monsters have fewer HP and lower to-hit mods, so conserving resources is the key, a normal groups often do not have the piles of consumables to spare.
But as for monsters attacking intelligently - there has been a shift in the dicotamy(sp?) over the years.
At first it was strictly DM driven, focusing attacks on lowest available AC unless scripted otherwise.
Then as actors took on the role of monster they have been given a voice on whom to attack. So a fighter or bard with a good taunt or bad song can be chosen, I remember being picked on by the Medusa just for singing poorly.
Lastly, we have seen a rise in scripted foes (the angel attacking the Rogue as he was the least good, and the troll mage firing lightning at the metal wearing fighter).
So what does that mean, even with the increase in party size decreasing the odds of being targetted, just know intelligent monsters will attack low AC if they are melee and tanks if they are using WILL defense spells.
Also, there have been, in the past, rooms with multiple monsters (up to 3 one year), I see that becoming more prevalent (assuming the number of volunteers to handle this is available).
I will bore you with a tale to highlight my point.
When Iuz was the foe, I did a run with a friend on normal and we rocked the module and did very well with the group we were with. So I convinced the group I coordinate to run the module at Nightmare.
We went in with good gear (on par to the stuff we had in the first run) and found the fights too much for us, we couldn't burn the monsters down fast enough, and only through the sacrafice of a pile of chain lightning scrolls did we defeat Iuz at the final moment.
This experience taught me two things, first Nightmare is tough, the monsters get tougher and hardier.
Second what you learn in regular does not have a 100% translation to nightmare.
So if your focus in building your character up to this point has been AC, you are set for regular.
Should you be considering Nightmare you need to make sure you have plenty of resources and a really good way to do damage consistantly to face that challenge.
So I am rambling, I know, but to the point I would say this: Regular go with AC, Nightmare go with Damage.