dtgreene: 1. Armor breaks as soon as your HP reaches -10. That happens a lot later on and it is incredibly annoying to keep going back to town to repair it.
Sarisio: Personally, I play RPGs with mini self-imposed challenge - no deaths. Unless it is really-really required. Playing carefully in World of Xeen won't lead into much deaths.
dtgreene: 2. Inventory management is a nightmare when it comes to armor. Inventory management is probably my least favorite aspect of the game, so simply selling armor makes it much less annoying. (Keeping Obsidian Armor for my Cleric might make sense, but only for the Southern Sphinx, and I believe it's not necessary to do that with all the level boosts, the AC fountain, and Day of Protection.)
Sarisio: I enjoy aspect of managing inventory (but hey, I am accountant, so...). I like to make wish lists and decides which gear will be needed by which char.
dtgreene: 3. Armor isn't even useful all the time. It only helps against enemy attacks that do physical damage, and only if the enemy's Accuracy is at least close to your AC. In particular, armor is useless in Vertigo, Castle Xeen, Castle Alamar, most of the Dungeon of Death, and in the Mega Dragon fight.
Sarisio: Not really so. You can get armor with various affixes, including resistances.
dtgreene: My conclusion is that armor is more trouble than it is worth. (I consider this to either be a design flaw or a symptom of one.) Therefore, I just ignore that aspect of the game and sell the armor I find.
Sarisio: I didn't bother with gear in Adventurer mode in World of Xeen. Warrior Mode was different story. Monsters apply debuffs only when they manage to hit you, if they miss due to high AC - no debuff. Equipment saves a lot of money and time in the long run.
1. I consider such a "challenge" to be against the spirit of the game in a sense. Death has been implemented as a game mechanic, and by reloading every time it happens, you are subverting it.
Also, -10 HP isn't death (unless the character's max HP is less than 10); it is only unconsciousness (a condition that can also be inflicted by certain enemies, such as Liches). Unconsciousness can be cured easily by any healing effect, provided the character has positive HP afterwords. (This includes spells like Cure Poison, incidentally.)
2. I just find that inventory management gets into the way of the fun parts of the game.
3. Armor with worthwhile affixes isn't that common. Is 3 points of Cold Resistance really that useful?
Also, with respect to avoiding status ailments (I dislike the term "debuff") with AC, there are a few things to consider here:
If an enemy's attack is *anything* other than physical, AC is useless; enemy attacks will always hit. (You can sometimes avoid status ailments by reducing the damage to 0, however; especially useful against enemies like Sprites.)
If an enemy has a weak physical attack (for example, Medusa Sprites), Power Shield can negate the damage without the need for armor.
If an enemy actually has a physical attack that you need to avoid, armor isn't as important as you might think. There is the +50 AC fountain on Darkside, and casting Bless raises your AC by the caster's level.
In terms of enemies with dangerous physical attacks:
Minotaur: 292 average damage with no status ailment chance isn't a problem at that point in the game. Also, you should have access to the fountain of youth, and ageing isn't a problem in small amounts.
Gorgon: You can do the Dragon Tower before this dungeon (note that AC is useless there) and hence get access to the 50 level fountain. You could then go in at level 100, giving you 100 AC from Bless and 50 more from the AC fountain. You now have 150+ AC without armor, which is far more than the Gorgon's 100 accuracy.
Dragon Mummy: At this point, if you can get a character's natural level noticeably over 100, you can use the level and AC fountains, then have your highest level character use Bless/Day of Protection (from an item if necessary) to get well over 200 AC. Dragon Mummies "only" have 200 accuracy. (Incidentally, if this isn't enough and you have a cleric, your cleric is the *only* one who actually needs armor.)
Vampire King: Only 150 accuracy, plus they are completely optional.
Whirlwind: 257.5 average damage to your whole party. Manageable at this point in the game, especially if you use the 2500 HP fountain, plus there is Divine Intervention for healing. This enemy can reliably (50/51 chance, I believe, which is more than 98%) be killed with Implosion before you even get into combat, and its attack isn't ranged.
Armadillo: Can easily be affected by Beast Master, or you could go around the area to reach the 50 AC fight (they only have 60 accuracy).
Pretty much any dangerous enemy not listed here doesn't do physical damage, making AC completely useless against them. Hence, the best strategy is to unequip your armor so it doesn't risk getting broken.