Adding Dice

To add dice, from the main screen hit your device's menu button and select the Add Dice action. Alternatively you can long-touch in the empty area below the dice list or on an existing dice row and select Add Dice. There are many optional properties that can be enabled to make nearly any scenario possible. Any combination of properties is technically possible although some combinations may be impractical.

Next, you will be asked to select what type of row you wish to add. Your choices are:

Dice Row
A normal row that contains dice. (Default)
Modifier Row
A row that only contains a fixed numeric modifier.
This is useful if you want a modifier-only row to easily toggle on and off at the main screen.
Counter Row
A special row to help you keep track of a number. You can easily add and subtract to this number from the main screen.
Useful for tracking things like health, mana, gold, etc.
This type of row has no effect on dice rolls and is not included in the results screens.
Splitter Row
This inserts a separator that divides the dice set into multiple subgroups. Each subgroup is summed together separately when rolled.

In the properties screen, additional properties can be enabled by pressing the checkbox to its side. Most properties will have a conditional selector to choose between items like greater-than, less-than, equal to, etc., and a text box to enter a numerical value. Tip: You can long-touch some checkboxes to enable the property and automatically populate the most likely value.

After you are finished, tap the Add button (or Save if modifying an existing row) and the new row will be appended to the end of your current dice set.

Dice Row

Description
Optional text.
Example: "Bonus damage from weapon enchantment."
Die Count
Quantity of dice to roll.
Die Type
Number of sides on the dice, can be any positive number 2 or higher. Does not have to resemble realistic dice.
Modifier
A number to be added (or subtracted, multiplied, divided, etc.) to the dice roll.
Keep
Out of the x number of dice rolled, how many you want to keep.
Example: roll 4 dice and keep the highest 3. Can be highest or lowest, and the value must be between 1 and the number of sides on the dice. Dice that are discarded are highlighted red in the result display.
Reroll
Reroll dice of a certain result.
Example: roll 6d6 and reroll any 1's.
Throw Away
Throw away any dice of a certain result. Note this is not the same as "Keep."
Example: roll 2d10 and throw away any 1's. Dice that are discarded are highlighted red in the result display.
Explode
Exploding or "open-ended" dice are when a die has a certain result, reroll that die and add its new result. Usually it's the highest value on the die, but DiceCaddy lets you define any condition.
Example: roll 3d6 and explode on 6, outcome: 1, 3, and 6 -> 6 explodes so roll again which results in 4, 6 + 4 = 10, so the final result is 1, 3, 10 (total 14).
Highlight Good
Die rolls meeting this condition will be highlighted green in the results list.
If all individual dice meet this condition, then the dice row total will also be highlighted. If any one of the dice rows are highlighted, then the dice set total will also be highlighted on the main screen.
Highlight Bad
Die rolls meeting this condition will be highlighted yellow in the results list.
Example: roll a d20, highlight 20 green indicating a critical hit, and 1 yellow indicating a critical failure.
Report Target
Count up the number of die rolls equal to a certain target, and then report those numbers.
Example: roll 20d6 and target 6 results in 4 of the dice equaling 6.
Die Skew
Changes the odds of the roll. Results can be skewed high or low and by a certain degree based on the value.
Useful for gamemasters that need to tweak the results of a dice roll but still keep it random.
Row Operation
By default, the result of this "row" of dice will be added to the total dice set roll. You can, however, change this to be a subtraction, multiplication, or division.

Modifier Row

Description
Optional text.
Example: "Bonus for being trained with weapon."
Modifier
A number to be added (or subtracted, multiplied, divided, etc.) to the total dice set roll.

Counter Row

Description
Optional text.
Example: "Hit Points."
Counter Value
The current value of this counter.
Hard Minimum
The absolute minimum limit that the counter can reach.
Soft Minimum
If the counter reaches this number or falls below, it will be highlighted red.
For most situations this number will be 0.
Soft Maximum
If the counter reaches this number or rises above, it will be highlighted green.
Hard Maximum
The absolute maximum limit that the counter can reach.
Default Value
The default can be either the soft minimum or maximum. When hitting the counter's default button from the main screen, it will be reset to this value.

Example scenario for Counter Row: Hit point counter.

Hard Minimum
Value is -10, at this point the character dies.
Soft Minimum
Value is 0, at this point the character falls unconscious.
Soft Maximum
Value is 60, this is the character's full hit points. Note the character can receive temporary hit points above this maximum.
Hard Maximum
This number is unneeded, just set it to a high value.
Default Value
Maximum

Splitter Row

A splitter row has no additional properties. It is simply a separator that divides a dice set into multiple subgroups. When the dice set is rolled, each subgroup is summed together independently, with the results displayed in a list on the main screen output area.






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