Let your NPCs speak with purpose—every time a PC rolls to Influence.
Influence
In D&D, social encounters are often the least supported mechanically—especially when it comes to real-time feedback for the players. With the 2024 rules formalizing the Influence Action, there’s now a need for systems that reflect these changes at the table, but most GMs don’t have time to write custom dialogue or consider every NPC’s reaction on the fly. Without strong feedback, PC attempts to influence NPCs can feel vague or disconnected from the story. Players are told to “just roll Persuasion,” but they don’t always know how their words are landing—or what tone or stakes the NPC brings to the exchange. Worse, GMs often improvise flat or generic lines that reduce the dramatic weight of these crucial moments.
The Influence Module answers this by generating instant, narrative-rich NPC responses tailored to each PC’s approach. Whether they’re trying to charm, bluff, or threaten, the module reflects the NPC’s disposition and social context—giving players vivid hooks, GMs rich flavor, and everyone a better sense of what the stakes are. It enhances roleplay, respects the rules, and helps DMs deliver reactive, rule-aligned dialogue with no prep at all.
What It Does
The Influence Module creates context-driven dialogue for NPCs when a PC takes the Influence Action in D&D 2024. It supports Persuasion, Deception, and Intimidation attempts, generating tailored responses that align with the rules and dramatically enhance the encounter. Each line includes a stance descriptor, a flavored NPC response, and is influenced by shared traits, previous interactions, and core stats like Intelligence and Alignment.
The module automates:
- NPC attitude assessment via a Willingness Score (–50 to +50)
- Tone descriptors that align with Influence DC bands
- Dialogue hooks tailored to approach (persuade, deceive, intimidate)
- Seamless chat output with zero-prep setup
How It Works
- Trigger: The GM selects a PC and an NPC, then fires the macro. No configuration or setup is needed.
- Score Calculation: The system evaluates key factors:
- Shared Language: Is communication possible?
- Species Compatibility: Friendly? Tense? Predatory?
- Alignment Match: Are their moral compasses aligned?
- Intelligence: Influences complexity of NPC thought and speech. These feed into a Willingness Score used to map to a tone and DC.
- Approach Detection: The player chooses Persuasion, Deception, or Intimidation. The module adjusts the flavor of the NPC response accordingly.
- Tone Mapping: The score is mapped to one of 51 tone descriptors, each tied to a narrative hook and mechanical DC range (e.g. Cautious Interest → DC 15).
- Response Generation: A dialogue line is crafted that:
- Reflects the NPC’s current stance
- Matches the player’s chosen approach
- Offers a strong cue for how the NPC might be swayed—or not
- Output: A clean chat message appears with the NPC’s name, tone, and line. GMs can follow up with a roll prompt or further narration as needed.
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Description
Let your NPCs speak with purpose—every time a PC rolls to Influence.
The Influence Module brings structured, rule-based social interaction to life in Foundry VTT by integrating directly with the D&D 2024 Influence Action. When a player attempts to persuade, deceive, or intimidate an NPC, this module generates a dynamic, context-aware response that reflects the NPC’s current attitude, relationship, and reasoning. It takes into account species, language, alignment, and more to produce flavorful dialogue that GMs can drop straight into chat—right when it matters most.
Designed for instant use, the module requires no prep and runs off token selection. It outputs the NPC’s attitude descriptor (like Open Curiosity or Grim Defiance), along with a fitting line of speech that frames the Influence check in narrative terms. This not only enriches roleplay but gives players clear social feedback, helping them shape their arguments and understand the stakes of success or failure before they roll.