Implementing flexible logic?

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RifRaf - Thanks for the reply, but the two issues I can see with that solution :-

1) If you had 100 items/affecting factors in the game for example, an effect_behaviour list with every option combined with every other option would be a VERY long and unmanageable piece of code. Easily implemented when there's only a handful of options possible, but unfortunately there's a lot more with what I'm thinking of doing.

2) If you work things as percentages, with a lot of external factors acting on the code's decision, you can easily hit a point where the chances of something happening are well over 100% and this doesn't allow for any randomness in the game.

Yes as a rule if a player's character is eg. 100% tired the game should make them sleep, but they could be 100% tired and no bed may be available for example which then breaks the conditional logic. That's one of the ideas I've been trying to (badly) get across, when there's lots of contributing factors I think you really need a logic system that allows for the range to fluctuate from the usual 0-100% range.