Disable your Ad Blocker! Thanks :)
Chapter 15
by
4og8zzjkc
Nighttime is the Right Time. Am I Right?
Behind the Scenes: Class Transformations Version 2
The Show-runner
As mentioned somewhere in this branch (I think), I am using a modification of the Powered by the Apocalypse system for the dice-roll centric part of the storytelling. Thus, when a character actually gets a proper Level 1 class transformation, I need to make a proper character sheet for him or her. I am using actual DnD class features to make “moves” and as a basis for dice roll modifiers. There are 6 skill check categories: Strength, Dexterity, Endurance, Intelligence, Wisdom, and Charisma. The attribute modifiers are going to work pretty much how you would expect them to if you played DnD. Last time around, I combined Intelligence and Wisdom into a single modifier for convenience to allow for a “Libido” attribute. I found the effort not particularly worth it. Plus, it flattened some feat selection options, as combining Wisdom and Intelligence meant that some of the Intelligence only or Wisdom only feats would not be selected simply because you could take the best of both. I may still do “resist orgasming in dire situation” checks, but will pick the appropriate stat from the ones above (probably Endurance for physical resistance, and then either Wisdom or Charisma for magical resistance).
Since this is the first time I am dealing with this on this season, when a skill check is called for, the player will typically roll 2d6, then add the appropriate modifier (which typically can range from -1 to +3). There are essentially 4 ways a roll can go: a fail (roll of 6 or less) where the player literally fails at whatever task they set out to do; a mixed success (roll of 7 to 9) where the player succeeds, but runs into some kind of problem they may have to resolve later (or only deal half damage, if the skill check was an attack); a full success (roll of 10 to 12) where the player succeeds in the task; and a crit success (roll greater than 12 on a skill check they have proficiency or expertise in) where the player succeeds and gets a little bonus (like double damage). Advantage and Disadvantage adds dice to the skill check, with either the two highest or two lowest rolls counting, respectively. Multiple instances of advantage and disadvantage can be applied. Skill expertise grants an automatic advantage on the relevant checks. During the last endgame challenge, Harper was regularly rolled 5d6 or 6d6 on her skill checks, due to stacking advantage in so many ways (not that I listed out the dice rolls for the endgame, as I was too busy trying to deal with custom monster stat blocks and whatnot).
For non-skill check dice rolls (like damage rolls, and HP rolls [for those DMs that do that]), I will be using the average of the dice instead of rolling. I generally did this last time, too (though I always rounded down the dice, which lead to slightly lower than average damage). The difference between this time and last is that I will be recording the actual damages instead of manually calculating it every time (seriously, I wasted so much time flipping through books to calculate 8d6 for Fireball damage). So, I need to only worry about calculating damage when spells are upcast. So, a d4 equals 2.5, a d6 equals 3.5, a d8 equals 4.5, a d10 equals 5.5, and a d12 equals 6.5. Half points will round down, but I will be calculating health per level (so the odd level dice will round down, but the even level ones will recover the rounded bit).
Speaking of casting Fireball, I will be using a tweaked version of the spell points alternative rule instead of needing to pay attention to spell slots. The number of spell points is going to be based on the spell slots a caster of that level should have. I am dramatically simplifying the number of points needed per spell instead of using the spell points system found in the DnD books. Also speaking of Fireball, I will NOT be dealing with saving throws. Spells that require saves with be resolved with attack rolls instead; I often required those spells to pass an attack roll like “positioning check” last time anyways. The mixed success can easily replace the “failed saving throw” effects of those spells, too.
Unlike last season, cantrips are free. Let’s see if that’ll help me use them more (and not just spam the highest level spell I can when I deal with combat). Also unlike last season, I will be adding the ability modifier to the damage of weapon attacks (and will generally try to make sure that the martial classes have a decent chance to contribute more than just as meat shields)
Leveling cost shall be 5+the current level (so 6 XP is needed to get to Level 2, 24 XP is needed to get from Level 19 to Level 20). To go from Level 0 to Level 20, it takes 290 XP. So, for a contestant to both win the game and hit the level cap, it will take nearly 400 XP.
Character sheets will be released (very) sporadically here; expect either a set of Level 0 character sheets with the post Round 1 character summary page or a set of end of Day 1 character sheets during the first date night chapters, depending on how well training sessions go (I still have not rolled for them yet). It was a huge pain to transfer the character sheet data into the chapters here, especially once the harem started to balloon (as one would expect in the story format) and the levels went up (as one would expect in a DnD campaign). I will try to get keep the wiki updated more frequently, when I get around to making the wiki information for this branch. I should really check to see if they adding this to the big table of seasons yet...
What's next?
- No further chapters
- Add a new chapter
Disable your Ad Blocker! Thanks :)
Harem Hotel
A reality show to alter reality
A reality show in which contestants compete for one lucky man or woman's affections, and are changed until they can.
Updated on Jun 10, 2026
by Exarch-of-Sechrima
Created on Jan 9, 2022
by AliC
- 143,733 Likes
- 7,819,012 Views
- 2,678 Favorites
- 11,768 Bookmarks
- 5,806 Chapters
- 1,000 Chapters Deep
- All Comments
- Chapter Comments