Attack Red's head.
Your claws rake across her skull, nicking a vein. Blood flows down her neck.
(Attack 6+0 vs 4+1, dmg 2, Wound Inflicted)
She lunges forward pressing down on you with her weight, but you slip to the side and she hits the ground!
(Red rolls badly on a struggle check)
attack red, hold her again.
A powerful twist of her body sends you toppling from your position on her back. You stumble, wrenching an ankle, but remain standing.
(Attack 2+2 vs 8+1, Botch 6 dmg taken, no longer Holding)
Ow, my beautiful face! Make him pay!
(2+0 vs 1+1, clash 1 Red Falls prone!)
Beat Red's head in viciously and don't let go.
Red falls over greatly aiding your efforts to maul her. You grip her skull in your jaws and shake viciously, repeatedly slamming her head into the forest floor.
(Attack 7+4 vs 7+1, dmg 6)
Action: Moar wild attacks on sisters body!
((Sorry, was away. We're likely not going to win anyway, so why not just roll out the rest of the combat in one go? I sense people dont care about a losing fight.))
You kick at Sister but she twists out of the way. She tries to bite you but you slap her away with your foreclaws.
Mate tries to tackle you but it doesn't go well, he trips and falls over, right before Maxinum leaps on him!
(Cunning 5) Mate is in a very bad position. It would take almost everything you have left, but you might be able to put him to death while he's down. ((You can get a +8 against him next turn. 15% chance of killing him outright by yourself if you spend everything. 50% with Maxinum's help too.))
(Attack 4+2 vs 6+1, miss.)
Kill the big wounded one!
You try to bite Dwarmin but he smacks you on the nose. Ow.
(Attack 2+1 vs 9, botch, 2 dmg taken.)
Kill the big wounded one!
(Attack 1+1 vs 2, clash 2, Mate falls prone.)
Try to Wound Mate. Go all out.
(Attack 5+4 vs 2+1, dmg 12, Wound inflicted, Impaired Vision Inflicted)
Red and Mate both howl in pain. Sister glances back and forth between the two in confusion. She's not sure who to help. The closer one, or her blood kin.
That went well for you guys!
Which I guess is my response to Dwarmin. I'm certainly interested to hear if players are feeling disengaged from the game. That's a really big deal for me as a GM obviously.
But this scenario is not as sure a thing as he thinks. Lucky rolls and player behavior could swing it either way at this point. This system tends to produce enemies that are implacable for the first few turns and then start to buckle under piles of injuries and status effects. Which is what's happening now.
Though I did uncover a balance problem when I was charting out how modifiers affected damage. Red was OP, much more dangerous than she was supposed to be. Her stats have been reduced from +2 to +1. Dropping her nominal per turn output from ~17 to ~13.2 damage. And increasing the damage she's likely to take from each attack from 1.2 to 2.4. So now she does 50% more damage and has 20% more HP than a normal Utah, which is about what I intended originally.
edit: forgot the status link.
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