AC vanilla bug!
Critters' secret armor class bonus!
Here's a really interesting one! I've confirmed that it's a vanilla bug, even. Has to do with sequence, turn order, and the armor class bonus.
The story:
I'm in the Temple of Trials preparing to fight Cameron. My character "Gump" (I'm playing dumb) has the following stats: ST 5, PE 9, EN 5, CH 5, IN 2, AG 9, LU 5. Sequence is 18 (= Per x 2), and I have 9 action points. (So does Cameron, but his sequence appears to be <18> 14.)
I drop my spear and 3 healing powders and start the fight. Cameron charges me (he started the fight and so acts first), so I pick up my spear and two healing powders. I have better sequence, so at the start of the next round, I get to go again: I pick up the last healing powder and go to inventory, where I put my spear in weapon slot 2. End my turn (with 2 AP). Cameron smacks me around a bit.
Now it's the start of the next round, and with the higher sequence, of course, I go first. I have 31% chance to hit him with my Punch and 21% with my spear Thrust. I thrust twice and end turn; he punches or kicks 3 times. Lather, rinse, repeat. A few turns later, I'm nearly dead, and it's time to use some healing powder. Two powders get me back nearly to full health. PE drops by 2.
Cameron smacks me around a bit. The turn ends. But my sequence has dropped below his, so now he smacks me around a bit more. Then it's my turn.
I have 30% chance to hit him with the spear. 40% with fists. That's a 9% increase. Hunh? Did I just get a bonus for lasting so long? Coolness! Or ... D'noooh? I must be getting better at fighting the drunker (on powder) I am! Bam, bap, ka-pow! Cameron smacks me around some more. (lol) But I'm still better at hitting him, and he seems to pull a few punches, so eventually I manage to defeat him.
What's happening here? (Analysis)
When I have the higher sequence and attack first, it appears that Cameron's getting his AC bonus for his 9 action points that he has yet to use this combat round - even though he used them to attack me the previous round and will use them again to attack me this round. What's more, once I use the two doses of powder, dropping my sequence below his, he suddenly seems to have a harder time hitting me, as well - as though I'm now getting the AC benefit at the start of the round instead of him, simply because I have the lower sequence. (I haven't confirmed that part, though.)
Thing is, I'm not sure that there's anything we can do about this. I think somehow it's a flaw with the game engine. Maybe one of the game-engine modders (Timeslip?) would need to change the way the AC bonus is calculated - so that it only applies to the critter from the end of its turn (based on the actual action points left, plus any special perks that add to AC) until the start of its next action, and not being re-calculated the start of the combat round. Otherwise, it looks to me like a reason to design characters with a lower perception score and to never take the sequence-boosting Kamikaze (not that I ever have, anyway).
I'd say that this could be considered an exploitable flaw, but of course the lower your PE, the worse you will do at other things that depend on that stat.
Apologies if this bug has been discovered and described before; I couldn't seem to find any discussion of it in the archives, no matter what search terms I tried. Also, KillaP, I hesitate to add this one to the RP wiki page because I'm not sure that's the best place for it. But if you like, I'll post it there, or somewhere else on the wiki if you prefer.
-m