In RAW for 5e, can a player use a monster as a spell component?

One of the D&D legends stories that floated around my campus involved a poorly balanced boss fight in a 3.5 game. The players were facing a Giant Spider Wizard, and it was wiping the floor with them. A few rounds away from a TPK, the wizard in the party had an epiphany. He gathered several spell ingredients from fallen party members, then cast climb. The DM was confused and asked what the player did regarding the giant spider wizard. The player pointed out that casting climb consumed 1 spider, and declared that they’d used the boss as the spider.

Everyone agreed that it was too absurd and fun not to allow it, but that it probably violated the rules. (But hey– half the fun of D&D is tweaking the rules to your preferences, right?) That being said, if someone tried that trick in 5e, per the RAW, would this work?

Need help for finding a user-friendly item queue component layout and presentation

I’m looking for alternate layout/UX ideas for presenting an item queue component.

The data and behavior I’m to present is a linear queue, a stack of items — digits, letters, small images. A collection of small things.

The queue can hold typically between 3 and 6 items at a time.

If an item is added to the queue when it has already reached its maximum capacity, the item which was added first should be pushed out (deleted) and the new item added to the end of the queue.

So if I have this arrangement at first for a queue of 4:


…and I want to push an “E”, then this is what I should get:


So far this is fine and straightforward, but I wonder if there’s any other way to visually arrange the items: instead of the linear layout could I use a grid perhaps? For example if I have a queue of 6, can I show it like this?


…and if I push a “G”, then of course this is what I should see:


But I’m not sure just how user-friendly this is.

I can use visual animation to indicate where each item was relocated, and I can perhaps fade out or shrink the item that gets discarded, but I’m concerned that this might be just too busy, too many things would change at once.

Does anybody have any recommendations for me?

How to manage game-object script component and values in new updated model in unity

I have a large object that contains so many gameobject (the fbx) and it attached several mono behaviour script with different values assigned publicly in inspector. Now the problem is each time we update the model in project (FBX in project) we have to drag and drop the model/FBX again. It means that we have to attach all the scripts again with the relevant values/Data. I am currently looking for right way to do this job. Currently I place both new and old fbx in the scene and then one by one i copy paste the old object’s script component into new object. Then i delete the old one object/model/fbx.

Note: I have bring the fbx again in hirarachy because sometime the object not properly update in the scene.

How can I use a somatic component while holding a weapon in 2 hands?

The Weapon Storm spell has a somatic component1 (CRB p384):

[…] This damage has the same type as the weapon and uses the same die size. Determine the die size as if you were attacking with the weapon; for instance, if you were wielding a two-hand weapon in both hands, you’d use its two-hand damage die.

A weapon with the two-hand property can be used with 2 hands, but it is not required.
How can I use a somatic component while holding a weapon in 2 hands?

Is it possible with any spell?

1) And verbal, but that doesn’t matter now.

Import locale key from component

i have a few components where i export a string as identifier for each component. At the root of my webpart “webpartname.tsx” i dynamicly load different components and there i reuse the exportet identifier. Now i want to use the identifier as key in my locale files to translate the name (view) of the component. In english the displayname of component 1 is “dashboard” and in german the displayname is “Übersicht”.

But when i try to import the key of my component into the “mystrings.d.ts” i get error in a few components.

enter image description here

enter image description here

Guidelines for layout of component that can have variable sub components

I’ve been asked to design a component that lists objects on a page. The component needs to be able to display between 3 and 6 numbers of objects in the list. Here’s what I have for 6 objects in a list:

enter image description here

The problem I’m having is that the client has come back to me and asked for how this component would display any number of between 3 an 16 objects and how it behaves on mobile. I thought simply adding more units of repeating things would be enough but the client wants ‘variability’

For example, here’s a design for 14 things:

enter image description here

This seems like a UI design issue and not strictly UX. But is there any obvious guidelines I can cite for displaying different numbers of things in a list, visually, and what considerations I have to bear in mind for mobile?

Actual cost of magic items where the spell has costly material component?

When crafting magic items, one of the perks is that you get to save 50% of market price.

From the crafting magic items rules

Magic supplies for items are always half of the base price in gp. For many items, the market price equals the base price. Armor, shields, weapons, and items with value independent of their magically enhanced properties add their item cost to the market price. The item cost does not influence the base price (which determines the cost of magic supplies), but it does increase the final market price.

In addition, some items cast or replicate spells with costly material components. For these items, the market price equals the base price plus an extra price for the spell component costs. The cost to create these items is the magic supplies cost plus the costs for the components. Descriptions of these items include an entry that gives the total cost of creating the item.

So from the above its clear that the cost of expensive material components is added to the final market price.

So if I were to buy a scroll of raise dead it would cost 1125gp for the scroll and 5000gp for the material component diamond. So final cost would be 6125gp.

So, as the rules are written (not intended), making this scroll myself would only cost 3062.50 gp, correct? Are there rules elsewhere which prevent this savings?