The guard's gullibility is the 'ThreeDice' roll.
Hm, I rather see PersuasionChance as the target number based on the things that could influence your success, incl the guards gullibility, and ThreeDice as 'fate'. if we take the pen and paper RPG analogy again, in GURPS(which is my system of choice
) the GM would decide on modifiers for the task based on difficulty and further pluses or minuses for other variables like character traits etc. then the player roll three dice against a relevant skill+/-modifiers and try to roll under. Say if you are sailing a boat frex, and your seamanship is 15. It's stormy and terrible, so you get a -6 to your roll, but you avoid a further -2 minus from seasickness because your character is an experienced sailor, so you roll against 9. so the dice are just a random number generator, pretty much. I could make it more like the actual thing by splitting character skill into another var I guess, but I think it'd tally up to the same result..
And note that he may have 'Leadership' and 'Sneak' skill attributes as well, so perhaps factor those into the roll.
As this is part of a dialog with the guard, he's "NPChar". You can't always count on that in all dialog files, but this line up near the top of the file is what sets it:
Code:
makeref(NPChar,CharacterRef);
If that is present then the character doing the dialog is "NPChar". You're calculating the player's chance based on 'pLuck' and 'pLeadership'. Do the same calculation for the guard, perhaps as 'gLuck' and 'gLeadership', then use his value as a modifier.
Looking at the OFFIC_TYPE_RANDCHAR officer type, it seems they always get 0 in both leadership and luck, sadly. I really like the idea, started writing it any everything
Or you could use the patrol state as the modifier. If they're at low alert then they're not expecting trouble so it should be relatively easy. If they're on full alert then even asking about going to the beach tonight is likely to make him suspicious.
100% this! Adding it
how does this look?
Code:
int PersuasionChance = 3+rand(pLuck)+pLeadership-(getSmugglingState(smugisland)-1);
Another suggestion: instead of having a random pick of the four alternative persuasions, perhaps let the player choose. You start by saying that you need to go to the beach but don't want to be mistaken for a smuggler. He asks why. You then get the choice of saying you're inviting the barmaid for a picnic or any of the persuasion options. And they could all have consequences:
Dropped a memento of the lover: seriously reduce the chance of success, because the first question the guard would ask is, why aren't you going in the day when you have a better chance of seeing it?
Smugglers have a rough time: that's a red flag if ever I saw one. Improved chance of success at persuasion, but increased chance of bad info because the guard may suspect you're a smuggler and hopes to catch you in the act along with your associates.
Treasure: guaranteed success if you follow it up with a big bribe right now. Guaranteed bad info if you don't - the guard will be there to collect his share of the treasure, and he's not alone...
Turtles: basic chances of success and bad info. It's a wild enough story that, if you are convincing (you passed the basic 'ThreeDice' check), he has no particular reason to be suspicious or to have motives of his own. So, no special modifiers either way.
The random lines are definitely silly, but I tried to keep it on about the same level as other things in the game
after all, I had a run-in with Clint Eastwood himself who promptly murdered me the other day.
I imagine it as fast-talk; you trying to make the guard respond before he has time to reflect on what's being said. for now the different lines are just flavor
optimally, a master fraudster would probably have different things to say than the awkward fledgling smuggler, but that's for later, I feel
My worry with picking the line is that since you're probably going to have the conversation a lot of times if you play a smuggler, players would discover pretty quickly which is best and just use that one, Memento is obviously a terrible choice. It also kinda defeats the adding variety..
An alternative, tho, could be the Fallout New Vegas route: no random rolls, it just checks if your relevant stat is above a certain level and adjusts the dialog. or the divinity route, where its still random, but gives you several options based on different skills. you could have one charismatic based on leadership, on on commerce and one intimidating based on fencing, frex, and choose your preferred one.
but maybe that's too much for what is a relatively minor feature so far
might be worth revisiting if it becomes a thing. however, I'm considering adding an option to just bribe from the start, or making it possible to influence the bribe with commerce. but again, maybe it's unnecessarily much work for rn..