Haenlomal said:
memetics said:
That way of thinking about the bug makes sense, but it still seems like a major bug, since the math is wrong for the way the move points are supposed to translate into the AC bonus.
I'm afraid I don't quite follow. What precisely did you mean when you wrote that the "math is wrong"?
The math is off because one character gets to use their AP twice each round, while the other only gets to use their AP once. It doesn't make sense to receive the AC bonus for not moving, *and* to be able to use all your action points *again* for movement and attacking, all in the same round. The AC bonus is supposed to be given for
not using some or all of the AP: in other words, for
spending your action points on defense by not using them for movement and attack. The "wrong math" I refer to is the doubling error of being able to use the same action points twice.
The character with higher Sequence does not get this "double AP" advantage and therefore is at a significant
disadvantage. It's an imbalance: one character in effect gets double action points, even though the other character supposedly should have the advantage because of the higher sequence score.
I realize that later in the game, with the correct build, if you attack first, you often can kill an opponent outright with a first strike, but in that case, their extra few AC points generally wouldn't make enough of a difference to be considered balancing. And even if the AC bonus was designed to offset a first strike advantage in any way, it should only apply during the first combat round, where the defender had obviously not spent any AP from any (pre-combat) previous round and did not have the choice. After that, every action is technically coming after another character's actions, so the concept of "acting first" becomes meaningless.
It doesn't add up, imho, and just intuitively, it doesn't make sense that a character somehow defends better against another character who's faster (higher sequence) but more poorly against a character who's slower. If you swing and kick faster than me, you'd expect to be able to hit me more, and more effectively, not the opposite, no?
If this really is documented somewhere as a supposedly intended behavior, I'm guessing it's because the programmers didn't have time to develop an appropriate fix, not because it was designed intentionally to be so imbalanced. But I'd be surprised if it really is documented that way, since the manual explains that the "normal" AC bonus is granted for AP you didn't spend the previous round.
m-
[Edit: slight revisions for clarity & accuracy.]