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Chapter 40 by 4og8zzjkc 4og8zzjkc

Day 5 Done; How's Day 6 Going to Go?

Behind the Scenes: Class Transformations

The Showrunner

As mentioned in a previous Behind the Scenes, I am using a modification of the Powered by the Apocalypse system for dice-roll centric storytelling. Thus, when a character actually gets a proper Level 1 class transformation, I need to make a proper character sheet for 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, Charisma, and Libido. The physical attribute modifiers (and Charisma) are going to work pretty much how you would expect them to if you played DnD. For the mental attributes, I am combining Intelligence and Wisdom into a single modifier for convenience. Libido is going to be used primarily to resist orgasming or otherwise giving into lust; the higher the modifier here, the easier it is to not give into temptation. Generally, if you have played a dice-based role playing game or are familiar with “The Gamer” branches found elsewhere on this site, these stats should make some amount of sense.

As a reminder, 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; Libido modifiers can go as low as -3, though). 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; 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 in) where the player succeeds and gets a little bonus. 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.

Learning my lesson from the pop-up challenge (which took a whopping 20 rounds of dice-rolling to resolve [a few rounds resulted in absolutely no changes from the previous round, so they were just not recorded]), I am also going to use a tweak to the Powered by the Apocalypse system for health and armor. Hp shall be calculated as a base amount, plus an extra HP per level and an extra amount of HP for the endurance modifier. This will require spells to be modified to deal/heal a set amount of damage, as HP values are considerably lower in this system (and I don’t want to deal with rolling damage). The good news here is that I can use more flavor spells (since the damage scaling is a lot shallower, I don’t have to make as many “this spell needs to be picked because it does an extra die’s worth of damage every cast” choices). Generally, spells are going to work as one would expect; Fireball will still do good damage in an area for a Level 5 caster.

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, plus the number of cantrips that can be known. I am generally simplifying the number of points needed per spell.

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).

Finally, the class transformation replaces any Level 0 class transformation the character had. The character will retain any cantrips picked up from said removed transformations, but will be freed from any obligations that came with it. The Level 1 class transformation will come with a Harem Hotel twist of some sort.

Can I Have an Example Character Sheet?

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