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MonCalamariAgainstDrunkDriving

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  1. Like
    MonCalamariAgainstDrunkDriving reacted to T_Kageyasu in Schools that you feel are missing from this edition   
    Minor Clans were always my favorite part of previous editions. In fact, my current game focuses heavily on tension between them and their great clan cousins, even if there aren't many official schools.
    I'll be extremely disappointed if their solution turns into a "three man alliance" school/template with only one technique or school ability that differentiates each minor clan.
  2. Like
    MonCalamariAgainstDrunkDriving got a reaction from T_Kageyasu in Schools that you feel are missing from this edition   
    Far-and-away, the Minor Clan schools are what I want to see most. To me, the Hare feel like the quintessential Minor Clan, so I'd love to see them. The Dragonfly have also always been a personal favorite. And it stinks to not have schools for the Centipede and Wasp, especially for folks who want to use the AEG timeline. Ideally the Fox too, though at least you can sort of make that work with the spirit school.

    After the Minor Clans, my next pick is ronin. I'd love a ronin shugenja school, and mechanics for the otokodate would be great (probably titles).

    The Phoenix Tejina might be my favorite great clan school, but I'm not sure how to do them anymore without stepping on the Asahina's toes. And as said, Tensai and Ishiken should get mechanics somehow.

    For me personally, I'd rather see the Unicorn War Dogs get some mechanics (maybe just a title) than the Beastmasters. I'm okay without Horiuchi.
  3. Like
    MonCalamariAgainstDrunkDriving reacted to The Grand Falloon in My son's Halloween costume   
    My 11-year-old son wanted to go this year as a kitsune shugenja.  I think we did alright.  As a test run, I got to make a Scorpion Clan tshirt, so we all win!


    He's holding an origami shuriken, with kanji for "banishment" written on it, to throw at the various undead and oni we encountered on this spooky night.
  4. Like
    MonCalamariAgainstDrunkDriving reacted to Suzume Chikahisa in Schools that you feel are missing from this edition   
    Henshin and Ishiken definitely. The Tensai I feel should always be just high rank specialized shugenja.
    The minor clan schools definitely.
    The Scorpion now have the bushi so I think they are fine, I never liked the actors in concept or execution.
    Mizuguri/Kagaku focused Agasha are another missing school.
    Crane, the Artisans. Everything else can probably be done through kata/shuji/ninjutsu although they probably need some positions to cover everything.
    The Kaiu Engineers don't seem to cover all the niches the old school did, so I think something needs to be done about that...
    In the Lion I think only the Beastmasters and the Warden need to be done, and the Wardens can probably be reproduced with Kata and Shuji.
    On the Unicorn I miss the Utaku infantry.
  5. Like
    MonCalamariAgainstDrunkDriving got a reaction from neilcell in Schools that you feel are missing from this edition   
    Far-and-away, the Minor Clan schools are what I want to see most. To me, the Hare feel like the quintessential Minor Clan, so I'd love to see them. The Dragonfly have also always been a personal favorite. And it stinks to not have schools for the Centipede and Wasp, especially for folks who want to use the AEG timeline. Ideally the Fox too, though at least you can sort of make that work with the spirit school.

    After the Minor Clans, my next pick is ronin. I'd love a ronin shugenja school, and mechanics for the otokodate would be great (probably titles).

    The Phoenix Tejina might be my favorite great clan school, but I'm not sure how to do them anymore without stepping on the Asahina's toes. And as said, Tensai and Ishiken should get mechanics somehow.

    For me personally, I'd rather see the Unicorn War Dogs get some mechanics (maybe just a title) than the Beastmasters. I'm okay without Horiuchi.
  6. Like
    MonCalamariAgainstDrunkDriving reacted to P'an Ku in Schools that you feel are missing from this edition   
    Many of the minor clan ones but those seem to be coming.
    Crane: Harriers
    Lion: Kensai, Ikoma scout
    Dragon: Not really sure what they need.
    Phoenix: Henshin... all I really want.
    Scorpion: Shadow adept.
    Unicorn: Some kinda foreign culture specialist.
    Crab: Some kinda Bully courtier.
    Unaligned: Taoist archer, Ronin shugenja, and Bloodspeaker.
  7. Haha
    MonCalamariAgainstDrunkDriving reacted to Lord of the Seal in Path of Waves   
    Dear Santa,
    My name unpronounceable, i am 421 years old. This year, I have been naughty (come on, what did you expect !).
    For Christmas I would like a Necromancer school, a Khadi title, and a Ghul creature.
    Merry Christmas.
  8. Like
    MonCalamariAgainstDrunkDriving reacted to Tenebrae in Character creation and rings   
    It makes the 'choice' of ring from family into a false choice about 50% of the time, and feels like it devalues question 4.
    That's a valid PoV, certainly.
  9. Like
    MonCalamariAgainstDrunkDriving got a reaction from neilcell in Path of Waves   
    The number one thing I want is mechanics for ronin groups. That probably means titles, but it could be kata.

    It would be nice to have a ronin shugenja school. Just in general, but also so that I can run the Order of Isashi or other ronin shugenja groups.

    I'd love to see rules for playing gaijin (schools and how to do family/clan bonuses).
  10. Like
    MonCalamariAgainstDrunkDriving reacted to ChuiSaoul in Path of Waves   
    Hey, with Path of Waves coming up soon. What do expect ? What do you want ? Personnaly, I really want an ashigaru school and more paterns from non-samurai artisant (Maybe even negative patern, like Poorly made : -1 damage, -1 deadliness -3 Rarity. Lower rarity meaning it's easier to forge.
  11. Like
    MonCalamariAgainstDrunkDriving reacted to neilcell in Giri: GM assigned or player chosen?   
    I think it should be a collaborative choice by both GM and player.  The player should create a thematic motivation that the GM can use to create conflict, while the GM themselves should be open enough to allow creatively on the part of the player.

    Good question to ask, BTW.  It just goes to prove that role playing games really are "interactive storytelling".  The GM is nominally the narrator, but the player is effectively writing the character's story with the framing of the GM.
  12. Like
    MonCalamariAgainstDrunkDriving reacted to Victarion13 in Cultural exchange - swapping control tokens   
    I am pretty sure the Option 1  is the correct one.
  13. Like
    MonCalamariAgainstDrunkDriving reacted to Avatar111 in Character creation and rings   
    You can. No problem.
  14. Like
    MonCalamariAgainstDrunkDriving got a reaction from HirumaShigure in Relative Strength of Each Clan   
    I recognize these forums are pretty dead, but I'm trying to avoid doing actual work right now.
    Does anyone feel like any of the clans are especially strong or weak? Here are some of my thoughts after a few games.
    Crab
    Clan Ability: I'm not sure yet how to best use this. I think you don't want to overuse it, for risk of being the target of a Raid. It probably requires more skill than some other clan abilities to use most wisely. Even with some misplay though, I think it's still pretty strong. Probably one of the strongest ones.
    Extra Token: I'd argue this is the worst extra token in the game. In terms of strength, it's equal to what Scorpion, Dragon, and Phoenix are getting, but there are the most restrictions on which provinces it helps you in. It's still useful; I just think it's less useful than other clan's extra pieces. 
    Territory Cards: As a pair, I think the Crab territory cards are the weakest. Feats of Engineering (the harbor) is one of the worst in the game. Sure, there are niche circumstances where it could be great, but you only have 4 tokens that can capitalize on it, you might not have a province you want it in, and it has the potential to help your opponent too. Promotion (swap out a combat token in your hand for a discarded army, navy, or shinobi token) is really solid, especially since you have an extra navy, but I don't think it makes up for Feats of Engineering. That said, you're in the best place to go for the Shadowlands territory cards, which obviously are amazing. Also, you're in maybe the best position to go for the unaligned territory cards, and Bountiful Harvest (place two control tokens face up) is especially good for Crab.
    Geography: There's a lot to consider for the Crab, but overall, I think the geography is good. Access to Shadowlands is amazing. Access to the Unaligned lands is good (no one is automatically starting there, if they do they don't get a defense bonus, and they're worth a lot of honor). Having to mostly only defend from the north is good. Being far away from the hotly contested northern provinces is probably good. I think having coast is bad (though you only have the one border). Having to control one more territory to get your territory card isn't great.
    Secret Objective: Your clan card is bad, but you have a better chance at Way of the Sail. Kind of a wash?
    Overall: Average. I can easily imagine a game where Crab got a solid hold on the south that was hard to take back, but as long as people don't forget about them, I think they're middle of the road.
    Crane
    Clan Ability: I'd say the best in the game. It's almost like having +1 in all resolutions where you're the attacker. That comes up so much, and it doesn't require the level of skill some other clan abilities require.
    Extra Token: Also maybe the best in the game? It's my favorite anyway. And it's especially useful for the Crane, who have more directions to worry about.
    Territory Cards: Diplomatic Mission (instant Peace) is super good. It means you could have three Peace tokens over the course of the game! Code of Honor is awful.
    Geography: This is their big weakness, I think. I consider Coast to be bad. You can't proactively attack across it, so it's always open to your enemies. Plus you're central, which means a lot of people can attack you. You could reasonably find yourself in a position where all of your provinces are vulnerable. I think you really have to use those Peace tokens wisely.
    Secret Objective: Way of the Sail should be easier for you than most, so I'd consider this a slight bump.
    Overall: Strong. I'd say strongest in the game. They're probably weaker the more players are in the game though, since you're in a position to be easily ganged up on.
    Dragon
    Clan Ability: Possibly the weakest in the game. If you use the ability to keep your best tokens, you're setting yourself up for a weak last round, which is devastating. Maybe you prevent yourself from getting too many Blessings at once, or you manage to get a Navy or Shinobi token you really wanted, but I think it's MUCH harder to leverage this ability than the other clan abilities.
    Extra Token: Even though it's the same as the Phoenix, it's a little better for Dragon, since they can more easily prevent getting too many Blessings in one round. Still, I'd call this average strength.
    Territory Cards: Strength of Purpose (place two control tokens face up) is pretty average. I think Sacred Ground (the Shrine) is better. It might be the best defense against the Phoenix going after your capital.
    Geography: Although I really like being against the edge of the board, so you have fewer fronts to worry about, you're the number one target for a Phoenix player looking to use their ability on a capital. If you can shore up that border, I think you're in a good spot.
    Secret Objective: Average.
    Overall: Weak. I think arguably the weakest in the game. Better if there's no Phoenix player.
    Lion
    Clan Ability: Full disclosure, I actually haven't seen the Lion in play yet. This is all conjecture. My initial read is that this ability is down there with the Dragon in terms of strength. I think it looks good at first, because you can defend with a Bluff instead of an Army/Navy/Shinobi 1, but if you do that, you're leaving a weak unit in your hand for the next round. This is good in the last round, but I think the better use is actually for the opposite purpose, saving strong tokens you want to use for the following round. You can set up a better hand for the next round without having to make the same sacrifice other clans do. Still, you're probably only doing that once or twice a game.
    Extra Token: This is another contender for best token. Crab, Dragon, Phoenix, and Scorpion have a piece that adds three strength. Yours adds six. That's super good.
    Territory Cards: Bushido (printed province honor becomes 4) seems weak. You're making something a target. Honorable Fight (Can't Diplomacy) could be okay, but it needs to be played wisely. It seems worse than Sacred Ground. Overall, I'd call this one of the weaker pairs.
    Geography: Maybe the worst? Similar to the Crane, you could easily find yourself with all provinces vulnerable. It's too many fronts to manage well. A great extra token doesn't make up for that, in my opinion.
    Secret Objective: At least your clan object card is better than average.
    Overall: Weak, but mostly from bad geography. In a 2-player game, I bet they're waaaay better.
    Phoenix
    Clan Ability: It's a good bonus with very limited use. It's effectively double the bonus the Crane get but only comes up 25% as frequently, so I'd call it roughly half as good. Obviously, you can manage that by specifically going after capitals, and you probably should, Dragon being the most obvious first choice. I think more than any other clan ability, this dictates which provinces/territories you go after. As long as you resist the temptation to go after capitals just because they're capitals, I think it's a fairly straightforward ability, compared to most other clans.
    Extra Token: Decent, but there is some risk in getting too many blessings in your hand.
    Territory Cards: Aid of the Kami (+2 defense and 1 honor in a province) is okay. Bless the Lands (take control of a Scorched province) seems really good. Combined, I'd say this is an above average pair of territory cards.
    Geography: The three provinces themselves aren't great. They have below average combined honor, and as I said before, I think the coast is a weak border. You also don't have many options for where to place armies. That said, if you can grab a couple key provinces, I think your position can turn around really quickly. The Dragon capital might prevent your neighbor from getting a territory card, plus it's easier to defend. Taking the Lion territory to your south closes three borders to your provinces and opens up two capitals to consider.
    Secret Objective: Arguably the best? A high honor clan objective with good access for Way of the Sail.
    Overall: Average. Maybe low end of average. Mostly I just feel like there are fewer good options when compared to other clans.
    Scorpion
    Clan Ability: This is the other clan I haven't actually seen in play yet, so this is also conjecture. At the risk of oversimplifying, I think this game has two major commodities - military strength and information. Most clans get some situational bonus to the first. Scorpion get the second. The information is only as good as your ability to leverage it though, so I find it really hard to gauge how good this is.
    Extra Token: I'm not sure if this is low tier or middle tier. So far, I haven't found the shinobi ability to attack any province to be that strong. Normally I don't want to acquire new territories that aren't adjacent to my other ones anyway. If it's to place a Raid somewhere else, then the extra strength on the shinobi is wasted. It also can't be used to close off a border like army tokens can. It's still good. You might be able to solo a capital you're not next to. You can mess with the lead player, even if you're not next to them. It could get you a toehold in the Mantis Isles. I just don't think it's as good as some of the other clan's extra tokens.
    Territory Cards: Spy Network (look at another player's hand. They can't bluff this turn) seems good, as long as you can remember what you saw. Probably amazing in a 2-player game, since you know what all tokens on the board can be. Pairs well with the clan ability. Foment Rebellion (remove a Peace token, buff the province twice if it was yours) has a lot of uses. Maybe you remove a Peace on a territory you don't even want, just so that other players are spending tokens fighting over it again. Maybe above average cards overall?
    Geography: Not great, for the same reasons as Lion. I don't think it's quite as bad though. You're less likely to have to worry about Phoenix and Dragon, and instead border Crab, who are more likely to be playing a defensive game. Also, your only border with the Crane is your capital, so they're fighting an uphill battle to invade you. 
    Secret Objective: Above average clan objective and a slight bonus towards achieving Webs of Influence (control 1 territory in 7 provinces). Nothing huge.
    Overall: Average, maybe a little low?
    Unicorn
    Clan Ability: High end of average? I think it's a little tricky to use well, 
    Extra Token: Raid is decently strong; it's just not my playstyle. I never want to use it on my own provinces, because I don't want to sacrifice the province honor. And using it on an opponent blocks a route of attack and doesn't stop them from getting the territory bonus. I always find a use, and I like that it resolves before Diplomacy.
    Territory Cards: I'd say these are the best clan territory cards. Cultural Exchange is probably my favorite clan territory card in the game (swapping provinces), and Reinforcements (swapping out control tokens from your hand for discard army ones) is really good too.
    Geography: This is exactly the kind of board space I like. Options for who to fight, but I also have an edge of the board I don't have to worry about.
    Secret Objective: Average.
    Overall: Strong. And my personal favorite.
    Here's how I'd rank them (definitely subject to change):
    1. Crane
    2. Unicorn
    3. Crab
    4. Phoenix
    5. Scorpion
    6. Lion
    7. Dragon
  15. Like
    MonCalamariAgainstDrunkDriving reacted to AltitudeMatters in Now Available: Paper Blossoms, a Character Generator   
    Glad you like it!  😄  Always glad to hear people are finding it helpful.
    This sounds like you don't have the updated DB in place.  Typically, when you run the app with a new version, you'd get a warning message saying something like 'The bundled data is newer than the local database.  Replace the local data with the bundled data?'  Say yes, and it should install the CoS version of the data.  If you're not getting that, you can always go to Tools->Open Application Directory and delete or rename the paperblossoms.db installed in that folder, then run your app again.  If that doesn't work, let me know!
    We have a feature request added up on the board for that!  It's just a matter of someone carving out the time to work on it -- the code won't bee too difficult.  In the meanwhile, if you're feeling adventurous, you could always try adding custom entries by modifying the user_* tables in the database with a tool like DB Browser for SQLite.  The database is installed in the folder shown by  Tools->Open Application Directory .   It's kludgy, but gets the job done!
    If you go that route, though, just be sure to Tools->Export All User Data to save your work -- the DB gets overwritten whenever the app is updated, so you'll need to re-import any custom entries after an update!
  16. Like
    MonCalamariAgainstDrunkDriving reacted to AltitudeMatters in Now Available: Paper Blossoms, a Character Generator   
    That sounds like a pretty straightforward feature -- I'll get it on the board!  Of course, I'd rather everything just work automatically -- not entirely sure why some people's DB didn't register the need for the update automatically.  >_<  Still, easy enough it automate out a menu option to do that.
    Probably more doable -- but it'll definitely require adding networking calls to the app, and the code will have some semi-complicated pieces (depending on what API github has available for that sort of thing).  I'll make a note on the feature request!
  17. Like
    MonCalamariAgainstDrunkDriving reacted to AltitudeMatters in Now Available: Paper Blossoms, a Character Generator   
    As @Voice noted recently, he's actually working on some character sheet reworks right now!  There are a *lot* of moving parts to that one, and we're looking at changing the whole way the sheets are generated to facilitate better/more flexible sheet design (all within the limits of Qt's html-to-print libraries, which can be a little finicky).  No target date on that one yet--there will be some XML export changes first to facilitate it.  
  18. Like
    MonCalamariAgainstDrunkDriving reacted to Avatar111 in Underwhelmed with Mass Battles Rules   
    You said it all.

    But I think what people liked from the previous edition was that you could be a hero by participating in battles thru the heroic thing, kind of a high risk high reward gameplay. In 5e, there isn't much tension going on, unless you duel within the mass battle, the system, at least on paper, is a bit dull in its resolution for everybody else.

    Though to be fair, "Intrigues" are also overly bloated and could be very much just putting the Persuade Action in the skirmish scene rules and making the initiative a sentiment check if no weapons are drawn.

    edit: maybe I'm wrong here, but in my experience, there are a lot of rules you don't really need to make the game flow well. Intrigues and Mass Battle seem to bug or confuse a lot of people, and I think I know why. Curious to see your experience actually playing the game what would be your opinion on Intrigues and Mass Battles in actual gameplay.
  19. Like
    MonCalamariAgainstDrunkDriving reacted to Hida Jitenno in Architecture and Engineering skills?   
    Probably Aesthetics and/or Labor.
    "The Aesthetics skill covers activities that create non-utilitarian visual art."That would likely cover the "built-for-appearance" aspect of Architecture.
    Construction is called out as a "possible Labor subskills," so I'd go with that for once it's being built. "Laying groundwork and foundations" is under the Earth Approach of Construction.
    Fire Approach of Labor is also "drafting new plans and designs." So that seems pretty close to your Architect interest.
  20. Like
    MonCalamariAgainstDrunkDriving reacted to AndyDay303 in My house rules   
    Generally I like what you’re going for. 
    1. Have you played with minis yet? 
    The RAW itself states that the game will play different on hexes vs abstractly. Trying to make the two match is admirable, but is it worth the hassle and head-space? For my part, the differences between range 2 and range 0 weapons almost never come up. 
    I’m planning to use maps in my next session Friday. Because the nuanced melee ranges are rarely an issue in actual play, I plan to use the RAW grid rules (except maybe with hexes, to avoid the diagonal issues). I think and then characters will find an advantage with their reach 2 weapons. And that is about my experience without grids so it should be fine. 
    3. Avatar has a house rule which basically says “all wound effects for each ring are cumulative.” That pretty well covers the issue in my book, though there are some nuances that need to be addressed.
    4. I too have thought shields are pretty powerful. However, keep in mind that you’re sacrificing a hand for that resistance. 2 handed weapons are better than 1 handlers by a decent margin. 
    Also, shields are cumbersome. This will become especially relevant when using maps, I suspect. Though it may be irrelevant if you don’t make cluttered maps. 
    Long story short, are shields really better than having heavy armor? 
    I probably wouldn’t allow prayers while carrying a shield. 
    5. I love that you love Usagi Yojimbo. The guy I think of that thrashes people with his scabbard is Haohmaru from Samurai Showdown. Though that is actually how sword pommel isn’t it???
    6. I agree. This is a serious peeve of mine. Though with such a large number of ninjitsu now, should the Shosuro Infiltrator pose rituals or Shuji? 
    7. If you are the GM and you control unmasking, isn’t this rule... pointless? 
    8. I have issues with NPC Void points. Give them and NPCs feel “fair.” But be sure to describe their use. If all you do is spend Void for boosts, the PCs will never know the difference and this rule becomes invisible. And generally speaking, invisible rules are useless rules. 
  21. Like
    MonCalamariAgainstDrunkDriving reacted to AltitudeMatters in Now Available: Paper Blossoms, a Character Generator   
    Addendum: for folks wanting to know immediately when there *is* a new build you can always 'Watch' the github repository ( https://github.com/dashnine/PaperBlossoms ).
    To do so, you'll need to create and log in to a free github account.  Then go to the PaperBlossoms repository, and click 'Watch' in the upper right corner.  You can choose 'Releases Only' -- this should notify your registered email whenever I push a new release out! (However, I always post something on this thread immediately afterwards, too).
  22. Like
    MonCalamariAgainstDrunkDriving reacted to AltitudeMatters in Now Available: Paper Blossoms, a Character Generator   
    I can add that as an enhancement request on the board.  I know some (impressive) folks like OggDude have supported that, but it's a fairly tall order--at the minimum it would involve the app phoning home to check even to alert the user, and the code to download and self-update is also fairly non-trivial. 
    It also introduces (a lot of) security concerns that would have to be worked through--up until now we've avoided incorporating/requiring networking code. For that matter, it would be dependent on the github TOS allowing automated checks, since I'm not really willing to host and maintain an update service. I'll get it on the board and start thinking through it, but given that this is a side-project with a tiny contributor pool, it may be lower on the priority list for now to be honest.
    If someone wants to contribute on that feature, drop me a line and we can chat -- with the extra caveat that because of the security concerns, I'd be looking at any proposals with a pretty critical eye, so I can't promise anything! 🕵️‍♂️  (Sorry, probably not the answer everyone was hoping for -- just being realistic about my time/paranoia limiting factors!)
  23. Like
    MonCalamariAgainstDrunkDriving reacted to AltitudeMatters in Now Available: Paper Blossoms, a Character Generator   
    We're happy to announce a new, full release - 1.2.2! Thanks again to everyone for your feedback, bug reports, well wishes, and general excellence.   As always, the latest download is available at https://github.com/dashnine/PaperBlossoms/releases ! Full release notes below.
    Version 1.2.2  dashnine released this 5 minutes ago
    Version 1.2.2
    This is a minor release containing all content from the beta release, as well as additional fixes based on user feedback. Full, combined changelog is below.
    Changelog (from 1.1.0):
    Now supports content from Courts of Stone Added checkbox to the Add Advance window to remove all restrictions when selecting tech. This should help with corner cases like the Fortunist Monk, or with GMs that want to give a player a random Ninjutsu... Now requires paying 3 XP to purchase a passion Updates About dialog to show proper version number, and proper credit to /u/mproud for ring art Adjusted default margins on print to prevent some printers from cutting off edges Added CoS Titles (which were missed in the beta) Fixed typo in Fortunist Monk (EE) that resulted in incorrect calculation for a skill group Known Issues:
    For users that are having trouble with scaling on high-DPI monitors: one user has reported correcting the issue with the following:
    Right click the executable and choose Properties. Click the Compatibility tab->Change high DPI settings->Check 'Override high DPI scaling behavior' . There are some additional options we could try -- if you're experiencing this and want to experiment a bit, drop us a line at paperblossoms.l5r@gmail.com.
     
  24. Like
    MonCalamariAgainstDrunkDriving reacted to AltitudeMatters in Now Available: Paper Blossoms, a Character Generator   
    Ok, @Moribund : Tonight, meow9th checked in a data fix for the skill_group typo!
    I checked in a new feature: a checkbox on the Advance dialog that will allow a user to bypass all restrictions when selecting techniques.  This should resolve the Gigantic Walking Corner Case that Fortunist monks represent (in both lore and mechanics? 😉 ) -- as well as a number of other special cases (such as a GM wanting to give a character a random ninjutsu, for example).  You should see these reflected in the next build (which I will hopefully run this week some time).
    Thanks for the excellent bug reports!  Made it easy to chase them down.
  25. Like
    MonCalamariAgainstDrunkDriving reacted to AltitudeMatters in Now Available: Paper Blossoms, a Character Generator   
    Aaahhhh! That sounds entirely plausible. The first issue should be a quick fix--it's data, after all. I'll take a closer look at the second when I get home this evening!
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