As always, remember that Dragon Dice is a trademark of SFR, and DDASSIST is copyrighted property of Automated Reasoning Concepts, Inc, a company that has no affiliation with SFR. DDASSIST is not an official or authorized Dragon Dice product!
By far the most complicated process in Dragon Dice is spell selection. The Virtual Tabletop provides several tools to make this process easier. In this example, the player named "Bruce" has just rolled for spells at a Highland terrain. His other army is at a Flatland on the fourth face. He wants to move the flatland up to the fifth face and charge his opponent. To do this, he needs to assist his army in winning the maneuver roll and throw an Open Grave for protection. The situation is complicated slightly by the presence of a double Ash Storm.
During the maneuver phase, the Virtual Tabletop defaults to an Unused column and a Maneuver column. In all other cases, you want to specify the primary roll result yourself. For magic, a good way to start is to create a column called Mana Burn. In our example, we'll move all the magic results into this column, then divvy them up into spells represented by new columns we create. The unused magic points will be classified as "Mana Burn" when the results are displayed. The dialog below appears when you press F2 to activate the calculator. We type in "Mana Burn" and click OK.
The complete army is placed in the Unused column. We start by marking all the dice with magic or ID results and dragging them to the Mana Burn column. The column header tells us we have 15 magic points to work with.
The spell points we have at our disposal include
With only two dwarf IDs, we don't have enough for Transmute Rock to Mud, so we have to rely on Palsy spells to slow the enemy down. The maximum number of black magic points we can get is 14, which is enough for two Palsy spells, one Open Grave, and 2 left over. Therefore, we'll apply the Ash Storm to two of the lava elf points. We click on one of the Necromancers, then use the Cells,Decrease menu item twice to subtract two points from it. The result is shown below.
Note that the Necromancer still shows five icons, but the total number of points has been reduced to three.
Now we need to double the IDs. Doubling the Spider Rider's ID will require burying one of the opponent's dead units; however, as long as he or she has a common dead unit other than an Undead, the decision of what to bury can be left until later. We'll also be doubling the IDs of the two dwarves. To accomplish the doubling, we mark the dice with IDs showing and use the Cell,Double menu item. Note that the mana burn total has gone up to 16 points.
Now we can start allocating the spell points to spells. In addition to Open Grave and Palsy, we'll do a pair of Earthen Armor spells to protect our larger units against Lightning Strike. For each spell, we'll create a new column in the grid. To create a column, use the Column,New menu item. This presents us with the following dialog.
We enter "Open Grave" for the result type, and "6" for the cost. Then we choose a group of dice that have a total of six black magic points and drag them to the new Open Grave column. The column header tells us we can cast 1 Open Grave spell.
We do pretty much the same thing for the other two spells. When we create the Palsy column, we specify a cost of 3, and we specify 2 for the Earth Armor column. When we're all done, the virtual tabletop looks like this:
Closing the Virtual Tabletop and transmitting the results will fill the scratch pad with a list of all the spells we want to cast.
Click here for an example of using the Virtual Tabletop for a Maneuver roll.