The NAD issue is actually why I stopped caring about MW armor one way or the other. Last night 10th-level characters fought some drowned ghosts (11th-level artillery). I used a bard power that changed its attack roll to a 3. It still hit the ranger. Would have hit on a 2.
Will picking up these mandatory feats even help?
Well, although masterwork armor in AV adds to some types of NADs, I wouldn't rely on it for protection.
In my house rules, I've done:
1) PHB II Heavy Armor masterwork rules (without NAD mods).
2) PHB Light Armor masterwork rules.
3) +1 to hit and all NADs at levels 5, 15, and 25.
4) 3 ability score increases at level 4, 8, etc. instead of 2.
5) Remove expertise and PHB II NAD feats.
What this does is:
1) Keeps strongest NAD and weakest NAD at the same delta (assuming the PC puts the 3 ability score increases into ones that affect all 3 NADs).
2) Typically adds +27 to AC and +28 to NADs in 29 levels (monsters average +29). Example: Light Armor AC = +15 half level, +6 magic, +4 ability scores, +2 masterwork. Heavy Armor AC = +15 half level, +6 magic, +6 masterwork. NAD = +15 half level, +6 magic, +3 5/15/25, +4 ability scores.
Note: Light Armor could become +28 with an Epic stat boost. Hide and Heavy Hide Specialization can increase by 1 with Specialization. NADs can increase by 2 with Paragon feat.
The weakest NAD is still the weakest NAD, it just is not 4 or 5 more lower at level 30 compared to the strongest NAD than it was at level one (e.g. 4 lower at level one and 8 lower at level 30).
The reason I am using these house rules instead of just lowering the difficulty of encounters (which is a lot simpler) is because I want the PCs to fight Tiamat when they get to level 30.
