I agree that it's not possible (anymore) to just go out and fight right at the start even in wimborn outskirts, unless you savescum a lot. I recommend another way to start :
Buy a cheap slave with at least 40 beauty for the first mage quest. Should not be too difficult and you'll get a gold reward from Melissa. If necessary, exiting the game and reloading your save will refresh the slaves for sale everywhere (your choice if you consider that cheating or not).
Then use your money to buy a commoner-rank slave, as pretty as you can find. Even better if she has a pretty voice. She'll cost you about 200-220 gold for a 50/60 beauty. Then put that slave to work as a public entertainer. If she has any available stat points, raise agility. That slave will bring between 60-100 gold/day that will help you gear up. (and more than 150 gold/day when she's at max agility)
Use your 2 starter points on agility for awareness (lets you pick your fights) and longsword use, buy one and a chainmail, and only then start exploring/fighting.
In truth, yes, there are a couple other options to starting as you say. One can start the game with the hunter trait and then always get to choose to fight or not. One can also spend all their starting money buying chainmail. Chainmail by itself is enough to stop all the ridiculous 1-hit-kills end games that plague a new beginning. With simply that suit of armor one can win fights and level up the first few necessary levels with only minor save-scumming. Also, one can spend an initial point in health to lessen the instant deaths (although they'd need to realize that they don't actually get that health right away, but must sleep a day or two to actually gather it). In my opinion though, that still isn't an acceptable way to start a game.
A player shouldn't be required to create a save as their first action within a game because they are going to hit a game-over less than 1 minute into the game over 90% of the time (unless they already know the game well, and ignore most of their options and play the start based on a very specific script). At least slaves can be put into the library and level up a bit. The main character doesn't even have that option. For the main character to gain xp he must fight. Either the game needs a way for the PC to train up a few levels without fighting; he needs to start at a higher level (or better stats); he needs a location with a weaker opponent base; or he needs to start with better equipment. As it stands now, a player must stall and stall at the beginning of the game. Not really a good start.
Pretty sure Im not.
Missionary was just an example,its the same case for any kind of sexual action.
The game also outright cancels all loops that it considers impossible to execute simultaneously(like in the cases of missionary and licking,as you named)so there really is no reason to not do the same here if that actually was the case(which I doubt,getting fucked by a person most certainly doesnt prevent you from fondling a third).
Am I really the only one with that problem?Considering its replicable 100% I find that hard to believe.
I hadn't noticed your later post with the screenshot and a completely different set of actions. So your actual problem is that the game tracks all of your actions correctly, but rewards only a subset of those actions. I certainly have no idea if that is intentional or not. It may be intended as a soft-cap on per-turn mana gain, intentionally done for game balance. But as you say, more than likely it is an unintended bug. Once at the point in the game that the PC can be having multiple foursomes in a day, I find that nothing's in short enough supply or difficult to obtain any more. So I can't say I've ever paid attention.
For me the talk/sex/punish dialogs all become a bit too tedious and repetitive long before I reach that point as well. I appreciate that the complex options are there. I just really wish there was a "quick" button in addition. Clicking the button would just give me some averaged amount of stats shift and reward. Or maybe I could set up one or several scripted sets of actions and say, "do script 3." I could still, every so often, or with a new slave, or preferred slave, etc, go ahead and do everything manually. Right now it's a bit more micro-management for the frequency of it than suits me.
A quick button could have player managed scripts or predefined ones. The button could simply compute some generic stats/rewards changes and give a report. The system could randomly generate a set of actions and give a story-based retelling of what actions were performed.
Shifting back to the original topic, so much of this game doesn't actually show the raw numbers, but only displays icons as rough indicators such that I find it very hard to track what is actually happening. (Which especially drives me insane on things like slave quests requiring "80" obedience, and yet I look at any slave and their obedience is not a number, but a color.) Lust is one of these. I'll see in battle that a person is suffering penalties due to high lust. While having sex I can see an icon that occasionally may change appearance due to a stat change. But really, it's never apparent to me what its value is and so I pretty much ignore it. Possibly this is part of why you seem to be having a problem that no one else is "having." It's obscured by the GUI enough and late-game enough that few bother to notice it.
(Speaking of things that are odd/broken with the sex menus, I find it incredibly broken that a woman can't have sex with a man. Maybe one could argue that a man must be the instigator for missionary... maybe, although even here I disagree. A woman can certainly be on top and instigate. So I find it very broken indeed that sex options only exist between a man and a woman if the man is the first one clicked. But that's a whole different issue.)
Oh, and as for "Pass"... to me that button has always meant, okay, everyone take a breather and stop everything you were doing and rest for 1 round. Then start it back up exactly as we were. Maybe that's what that button is and maybe it isn't.