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JiCi's page
4,640 posts. 2 reviews. No lists. No wishlists.
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The Mechanic's turret, although I'd love a feat that allows you to "deploy it as a held weapon or an integrated weapon".
Reduce the damage by one size, but make it that I now have an arm cannon or a shoulder-mounted blaster.

exequiel759 wrote: JiCi wrote: The Raven Black wrote: JiCi wrote: Impulses are as text-heavy as normal feats though...
Adding 2 or 3 per element shouldn't be this complicated.
Same with general feats for the class, such as "you can use Element A with Area of Effect B". For element-related feats, you have to respect the flavor, balance and niches of all elements. No high damage on par with Fire for Water for example. Multi-elements feats are even more complicated IMO as they have to aggregate the specifics of all the relevant elements. One thing I really, really, really want is a feat that allows me to swap damage type from an impulse, if I have 2 or more gates opened.
For instance, if I have both Fire and Air, I should be able to deal fire damage with Aerial Boomerang, or either slashing or electricity damage with Flying Flame.
That alone would expand greatly what you could do. The existance of the fire impulse junction likely makes this impossible. Look how every fire impulse is a bit weaker than normal because they were likely designed with people having the fire impulse junction in mind. I seriously doubt a Paizo that did that is going to allow kineticist to poach the best damaging impulses and change them into fire impulses to benefit from the fire impulse junction. Unless they explicitly added a clause to prevent the fire impulse junction to work with them. Well, at this point, give me a bunch of feats that allow be to convert my Blast into a Line, Cone, Burst, Emanation, Pillar and whatnot by spending 2 or 3 actions total and multiplying the number of dice by said total actions used.
Again, more options, and some don't have to be impulses...

The Raven Black wrote: JiCi wrote: The Raven Black wrote: JiCi wrote: Impulses are as text-heavy as normal feats though...
Adding 2 or 3 per element shouldn't be this complicated.
Same with general feats for the class, such as "you can use Element A with Area of Effect B". For element-related feats, you have to respect the flavor, balance and niches of all elements. No high damage on par with Fire for Water for example. Multi-elements feats are even more complicated IMO as they have to aggregate the specifics of all the relevant elements. One thing I really, really, really want is a feat that allows me to swap damage type from an impulse, if I have 2 or more gates opened.
For instance, if I have both Fire and Air, I should be able to deal fire damage with Aerial Boomerang, or either slashing or electricity damage with Flying Flame.
That alone would expand greatly what you could do. Two-Element Infusion does this for Blasts.
Maybe a follow-up high level feat could do it for other Impulses. YES PLEASE!
Although, not just "half and half", but also "swap element A with element b".
Like I said, this would greatly expand what you could do, because you can mix and match to your heart's content, and it would better reflect your dual gates.
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The Raven Black wrote: JiCi wrote: Impulses are as text-heavy as normal feats though...
Adding 2 or 3 per element shouldn't be this complicated.
Same with general feats for the class, such as "you can use Element A with Area of Effect B". For element-related feats, you have to respect the flavor, balance and niches of all elements. No high damage on par with Fire for Water for example. Multi-elements feats are even more complicated IMO as they have to aggregate the specifics of all the relevant elements. One thing I really, really, really want is a feat that allows me to swap damage type from an impulse, if I have 2 or more gates opened.
For instance, if I have both Fire and Air, I should be able to deal fire damage with Aerial Boomerang, or either slashing or electricity damage with Flying Flame.
That alone would expand greatly what you could do.
Since it's both gear- and combat-focused, any class with martial weapon proficiencies could benefit from it.
Impulses are as text-heavy as normal feats though...
Adding 2 or 3 per element shouldn't be this complicated.
Same with general feats for the class, such as "you can use Element A with Area of Effect B".
At least it can be done through feats, but it sucks that several features were cut. While it's nearly impossible to cram an entire class into an archetype, the fact that you can cherry-pick class features makes it slightly more appealing when it comes to customization.
Then explain to me why it stops at Level 12, instead of having 2 feats for 14, 16, 18 and 20.

Here's the archetype in question.
1) The Nanocyte seems to focus ONLY on armors, weapons and shields, not any other gear. I don't have any idea how long it takes to manifest an item that isn't an amor, weapon or shield. Kinda pointless to register a datapad right now...
2) Traits like Agile, Disarm, Parry and Sweep aren't available for Alteration Array. Yes, your unarmed attack isn't Agile by default. I'm surprised that Modular [Acid] is not there either, considering how nanites often deal acid damage.
3) Back in S1E, the Nanocyte could duplicate an item, especially a weapon, and have two weapons. This isn't present in S2E, and no, I don't see a rule that state that I can manifest the same gear twice.
4) There's no ranged weapon option for Alteration Array. I can vomit nanites with Nanite Wave, but cannot sling a chunk of these? A variation from the Dart, Sling or Bow group could work.
5) There's no Shealth Array, so no bonus to skills and saving throws.
6) There's no nanite surge either to boost / enhance your feats.
7) Magitech Nanites isn't expanded to either more cantrips or higher-ranked spells.
8) Gear Array should allow me modify items that aren't registered. Imagine if I pick up a sword and use my nanites to reconfigure its traits.
I'll stop for now, but you get my point.
Daimalko...
Give me back my mechs already!
Driftbourne wrote: Since power armor wasn't in the Player Core, I would guess it would be in the same book as mechs. To me, a small mech is power armor with a cockpit, and other mechs keep getting much bigger. Grouping power armor with mechs would let it be more powerful than just +1 or +2 better than heavy armor, and could let it scale as mechs do and change the party's APL. Exactly...
I mean, in James Cameron's Avatar, the humans are using mechs to explore Pandora, which could also be classified as Large power armors.
It's like narrative-wise, a new important planet with "larger-than-usual" flora, fauna and natives should be introduced, thus pushing explorers to "scale up" their equipment.
That, or Paizo should elevate Daimakyo to "Pact World" status, with mechs being mass-produced to fight back the Colossus menace, which... could enroach on neighboring worlds.
I get that Colossiborns have a desire to change their ways, but I'm pretty sure that some still want to conquer Daimakyo ^^;
What if mechs were "better versions of power armors"?
If you tie the damage output to both level and size, wouldn't that work?
Then again, I honestly thought mechs would have been reintroduced in Tech Core...
Since Colossiborns are mostly from Daimakyo, it feels like it would take a book about secondary planets to bring them back.
BotBrain wrote: I dunno if they're going to add collosiborn and they just get large instead of being integrated with the mech rules I'd rather they didn't bother. The entire appeal of them, to me anyway, is the beautiful nonsense that is a character becoming a mech. Innate enlarge should just go to a new ancestry. I see Colossiborns as Kaijins, or Tokusatsu / Super Sentai monsters.
They're already monstrous in appearance, but has this special power to grow.

Driftbourne wrote: JiCi wrote: I'd love to see the Colossiborn to return...
I think I've already said this, but whatever XD
You'd think that Tech Core would add this ancestry, when it debuted in Mechageddon.
In SF1e, Mechs work best in an adventure or AP designed for Mechs, because the APL for a mech party is 3 levels higher than normal, which makes it really hard to have a player randomly show up with a mech character in an AP not written for mechs. If this stays true in SF2e, I wouldn't expect Colossiborn to return until there are first mech rules and then appear in the next Mech AP. In SF1e, we only got 1 mech adventure, To Defy the Dragon, and 1 AP, Mechageddon.
Because Mechs aren't something you can play in any adventure, I wouldn't expect them early in the game cycle, while Paizo is trying to get out core game elements like starships. We know the lead developer for Starfinder loves mechs, so it's not something Paizo has forgotten.
Oh come on, if the PCs want to explore planets in mechs, let'em :P A mech feels more accessible than a spaceship.
My actual point though about Colossiborns was that their main ability used the Mech rules. They "became" mechs, using mech weapons, armors and upgrades.
HOWEVER, in S2F, the size increases can still be on command, behave like the Enlarge spell, start at the Rank 2 version and then upgrade to the Rank 4 version eventually.
I'd love to see the Colossiborn to return...
I think I've already said this, but whatever XD
You'd think that Tech Core would add this ancestry, when it debuted in Mechageddon.
QuidEst wrote: I dunno, "What if a Wizard's staff was a polearm? What if the schools of magic were seen through the lens of the seven deadly sins?" are kinda the two premises of the Runelords, and the archetype absolutely does both of those. Except that the Runelord's polearm is just for show...
That's like 1 feat that grants a "spell-related bonus" if you score a critical hit with your polearm, which as a wizard, is much rarer.
Where's the vice-versa? Where's the feat that grant a "weapon-related bonus" if you score a critical hit with your spell (or the target critically failed its save), such as "getting a bonus to attack rolls with your polearm equal to your spell's rank"?
Oh, BTW, if we can't have both, at least give me Master in both spells and weapons, instead of Expert in weapons and Legendary in spells. That would balance it out.
Pretty sure that several players would like to play a weapon-using spellcaster that isn't always a magus.

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QuidEst wrote: JiCi wrote: Explain to me like I'm 5 why a Runelord shouldn't get Master proficiency with Polearms and Spears. Well, since you asked, and taking this very literally...
"You know how you learned about people's differences making them special? How some people are good at one thing, and other people are good at another thing. Well, in games, people sometimes want to feel special too. Wizards have lots and lots of magic spells. If you also made Wizards good at hitting bad guys, then the people playing with a Ranger would ask, 'How come we don't get lots and lots of spells?', and they wouldn't feel very special. The Cleric gets magic spells and can be good at hitting bad guys, but they don't get as many spells, and they have to promise that if they are good at hitting bad guys, then they won't be as good at using those magic spells. That wouldn't work for Wizards, because using magic spells is just too important for them to give up or not be as good at!" So getting those weapon proficiencies are as worthless as the Shadowdancer's requirement of having 2 ranks in perform (Dance), got it...
It's just for flavor, not utility...

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SuperParkourio wrote: JiCi wrote: Proficiencies are also VERY restrained and don't stack...
When I become "trained in one skill" with a background or heritage, why don't I have a choice between picking another skill to get Trained... and becoming EXPERT in that same skill?
Same with weapon proficiencies, there's no way to go beyond what your class dictates, when I should be able to reach Master proficiency with feats or stacking, leaving Legendary for specific classes.
Seriously, seeing the Archives listing every single bonus for all 4 proficiency level when the class never reaches those is aggravating... If a background gives you training in a skill you already have, you actually are allowed to become trained in a different skill. That's a base rule. But being an expert in a skill is typically not possible before level 3, and the game is balanced with that expectation in mind. What's different than starting at Expert for saves and weapon proficiencies then, compared to skills?
SuperParkourio wrote: And weapon proficiencies should not be too easy to increase. Why play a fighter if any class can easily get those proficiencies with a feat? How about "not wanting to suck with manufactured weapons"?
There are a few non-class archetype that grant proficiencies and critical specialisations with specific weapons, but never one grade higher than the class.
Explain to me like I'm 5 why a Runelord shouldn't get Master proficiency with Polearms and Spears.
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Proficiencies are also VERY restrained and don't stack...
When I become "trained in one skill" with a background or heritage, why don't I have a choice between picking another skill to get Trained... and becoming EXPERT in that same skill?
Same with weapon proficiencies, there's no way to go beyond what your class dictates, when I should be able to reach Master proficiency with feats or stacking, leaving Legendary for specific classes.
Seriously, seeing the Archives listing every single bonus for all 4 proficiency level when the class never reaches those is aggravating...
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Heightening spells took one Hell of a beatdown in P2E...
Can't they come up with a feat that requires "3 more actions" to cast a spell, giving you the heightened effects up the the highest rank you can cast without spending a higher slot, but you get fatigued, or otherwise crippled for doing so?
I think the reason why people ask for drows is due to the "other" abilities, such as poison use, arachnid affinity, agile/finesse weapon proficiencies and magical talents, not just for "living in caves"...
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Not malicious intents...
I just wished they priorized unconverted material before focusing on new stuff, like 50/50 between old and new...
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So you guys are just gonna accept that the Lost Omens erased all aetherkineticists and chaokineticists from the face of Golarion, despite reports of them still existing?
I'd remind you all that Void and Wood were added in later books back in P1E after Occult Adventures was published.
QuidEst wrote: JiCi wrote: Everyone has been asking for more Kineticist support since 2023 and Paizo has been plugging their ears... They've released five feats since then, so certainly not "plugging their ears", even if five feats isn't as much as you want. Drowning Mist is exactly what I was missing from PF1's Kineticist, so I'm pretty happy myself! If magi, wizards and animists can get new studies, schools and apparitions, respectively, how hard could it be to add one element for the Kineticist?
It's 15-16 feats per element, mostly following the same ideas for the other elements...

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Gisher wrote: JiCi wrote: exequiel759 wrote: JiCi wrote: Is it me or does the Runesmith currently lack Occult and Divine Runes :O ?
The Annihilating Compound Invocation requires 4 runes: 1 for each magic tradition, except that there aren't many Divine or Occult rune to pick...
What,s weirder is how some runes DON'T have magic traits to them.
You mean Germantria, Rune of Partnership couldn't get a Divine Rune or something?
You choose the tradition trait of the runes that don't have traits.
Paizo wrote: Runes are magical effects. Some runes have a specific tradition trait; for instance, the elemental ranshu, rune of thunder is a primal rune. If a rune has the magical trait, you can choose to replace the magical trait with a specific tradition trait, provided you're trained in the skill matching that tradition. For instance, you could create an arcane pluuna, rune of illumination if you were trained in Arcana. Thanks for the clarificaiton, but it doesn't excuse the fact that the earliest you can get a Rune with the Divine trait is... Level 9, with Yudici, Rune of Remonstrance.
Yeah, there's no Divine Rune 1... which is weird considering that Spirit damage would be a given. If the class proves popular (I just LOVE IT!), then I would expect more runes in future publications. Everyone has been asking for more Kineticist support since 2023 and Paizo has been plugging their ears...

exequiel759 wrote: JiCi wrote: Is it me or does the Runesmith currently lack Occult and Divine Runes :O ?
The Annihilating Compound Invocation requires 4 runes: 1 for each magic tradition, except that there aren't many Divine or Occult rune to pick...
What,s weirder is how some runes DON'T have magic traits to them.
You mean Germantria, Rune of Partnership couldn't get a Divine Rune or something?
You choose the tradition trait of the runes that don't have traits.
Paizo wrote: Runes are magical effects. Some runes have a specific tradition trait; for instance, the elemental ranshu, rune of thunder is a primal rune. If a rune has the magical trait, you can choose to replace the magical trait with a specific tradition trait, provided you're trained in the skill matching that tradition. For instance, you could create an arcane pluuna, rune of illumination if you were trained in Arcana. Thanks for the clarificaiton, but it doesn't excuse the fact that the earliest you can get a Rune with the Divine trait is... Level 9, with Yudici, Rune of Remonstrance.
Yeah, there's no Divine Rune 1... which is weird considering that Spirit damage would be a given.
Is it me or does the Runesmith currently lack Occult and Divine Runes :O ?
The Annihilating Compound Invocation requires 4 runes: 1 for each magic tradition, except that there aren't many Divine or Occult rune to pick...
What,s weirder is how some runes DON'T have magic traits to them.
You mean Germantria, Rune of Partnership couldn't get a Divine Rune or something?
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Cyrad wrote: REMASTERED
- Beastkin (more unarmed attack options, more animal themed abilities, allow you to turn into a non-battle form version of your animal)
I'd add "remove the 'humanoid only' requirement"...
I could see Awakened Animals getting a Beastkin heritage, either as a variant of their own species... or an animal that fused with it.
Non-humanoids could also benefit from this:
- Leshies and Conrasus could become plant sculptures.
- Automatons simply have different builds.
- Skeletons are... well, you get the point :p
- Sprites could receive variants.

TheTownsend wrote: moosher12 wrote: BotBrain wrote: More on topic so I don't derail forever, I've been thinking that I'd like to see more Nephilim heritages. Div nephalims could be a really cool mirror to geniekin, and maybe it could be a geniekin heritage instead! Lots of space for some fun feats there.
edit: Also could they add something called GENEkin so I stop looking like an idiot who can't spell genie This, there are a lot of Aasimar and Tiefling heritages I'd like to see brought forward to the Nephilim. We still have Beastbrood (Rakshasa), Emberkin (Peri), Idyllkin (Agathians/Nirvana), Plumekith (Garuda), Riftmarked (qlippoth/Outer Rifts), and Shackleborn (velstrac/Netherworld) There were Div-born Cambions (Spitespawn, which I love the ring of) in 1e, but there have never been options related to Sakhils, nor to Lilu or Nindoru. The former sounds like it could interact with fear in a lot of fun ways, not to mention be visually stunning given how cool and creepy Sakhil designs are. Neither Manasaputra for Aasimar...
Meanwhile, the skinwalker got the wereraptor heritage in an AP :P
You need to escort a priest from the Church of Onos to 6 specific cities on each plane. This must be done incognito, so adventurers are hired instead of the church's personal guard.
moosher12 wrote: Honestly, with the Starfinder trend of adding races with each AP, and the fact that the upcoming Swarm AP has like 6 races, and now that Paizo no longer does multi-book APs and now does single book APs, an Elemental Planes AP that contains all of the geniekin in one drop would actually be pretty reasonable and plausible for Paizo. I keep hearing how the page count can limit content...
Fingers crossed though...
ornathopter wrote: Sure, they're big enough that there can always be more about them, but I really do want a book about different places of elemental power on the planet, elementals that only show up in Sarkoris or Numeria, different societies of elementals or people empowered by connecting to the elements. Like... a 6-booklet AP that leads to one city per plane ;) ?
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I really wished the Inventor could just... take someone else's weapon or armor and craft to add, remove or switch a new trait.
"Hey chief! Can you tinker with my bow to remove the Volley trait?"
"Hey buddy! Can you take those 2 falcatas and make them Agile, Twin and Finesse please?"
"Hey friend! Can you take my dueling pistol and add a Repeating chamber with 8 chambers?"
Could we get a book about expanding the Elemental Planes even further?
That could work, no?

Unicore wrote: Wouldn’t it be cool to have vehicle runes that could make your wheels fire and leave a trail of flaming ground behind for a round or slippery ice and do extra damage when you do stunt damage with your vehicle as a prop? Yes, but only if there are ways to automatically succeed skill checks while driving... Seriously, I haven't found a feat or class feature that remove the Reckless trait from the Drive action. Right now, controlling a vehicle is just a series of rolls, because you never have the equivalent of "cruise control".
No customization option for vehicles also doesn't help. Vehicles aren't much faster than your own movement speed, there's no way to change propulsion method, such as "from clockwork to alchemical", crew numbers cannot be reduced and passenger spaces got nerfed HARD...
Case-in-point:
Sailing Ship in P1E: 200 passengers PLUS the 20-people crew
Sailing Ship in P2E: 10 passengers PLUS the 9-people crew
Oh, and in P1E, the Sailing Ship had twenty weapon mounts (10 of each side), while in P2E, it has none.
Did Paizo forget about the Shackles and pirate ships or something?
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Here's hoping that afterward, they'll start updating all existing classes with new materials...
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I stand corrected about reprints...
A sequel would be more what we want...
- Remastered geniekin versatile heritages
- New heritages based on the Void, Etheral Plane and Creation's Forge
- New impulses
- Void, Aether and brand new Light elements
- Remastered spells and some new ones
- Actual rules to treat Kineticist stuff as Strikes or Spells
- More resonant weapons... and this time not limited to geniekins
- More feats for the Kineticist
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If anything, a Rage of the Elements reprint could also offer remastered geniekins.
exequiel759 wrote: A few months ago I made a thread in the homebrew section. The only thing I would probably change about it is to remove the Crafting check to overdrive to make it like a barbarian's rage. This is a small fix though, the inventor would need way more than this to be fixed. That's not enough dude!
How come it "never becomes easier" for an Inventor to Overdrive?
Expert, Master and Legendary in Crafting should also allow you to treat the class DC "some levels lower than your own".
Same with the Instable trait. Right now, it's a flat DC 15 check that ONLY goes lower if you have Legendary in Crafting... to DC 13...
This should be...
- DC 13 if Expert
- DC 11 if Master
- DC 9 if Legendary
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Honestly, the Inventor should have been able to add 1 innovation per 3 levels... and one of them, for the Armor, should have been "getting one size larger".
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Theaitetos wrote: Quote: Your keepsake holds 4 common cantrips of your choice from your appropriate tradition. You prepare spells each day by meditating with your keepsake. You can prepare two cantrips from your keepsake each day. You can only add cantrips to your keepsake with the Learn a Spell activity or by other similar means. The spellcasting benefit feats say that your keepsake can now hold 1/2/3-rank spells, like the ones you get from the spellcasting benefit feats themselves.
But it does nothing to alter the rules text on the Learn a Spell limitation, so you can still only add cantrips to the keepsake with Learn a Spell, not non-cantrips. Explain to us how can your keepsake hold spells at 1st, 2nd or 3rd rank... without being able to learn them in the first place.
Dare I ask how will an ooze ancestry even work ^^; ?
I'm gonna need some explanation on how a giant cube can wield weapons, y'know :P
Given how God of War Laufey will feature a cube called Phranque, played by Jack Quaid, this will somewhat be required XD

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Theaitetos wrote: JiCi wrote: Following the Hedge Mage's revision, am I to believe that you can ONLY learn spells up to 3rd rank, since your keepsake cannot hold higher ranked ones, BUT you can prepare those lower-ranked spells at a higher level, such as a 1st-rank spell as a 8th-ranked one? Yes. You still get all the spell-slots from the basic/expert/master spellcasting benefits as normal.
For example, an 8th-level Basic Hedge Mage has a 1st-rank, a 2nd-rank, and a 3rd-rank spell-slot, though he can only prepare the spells from his keepsake (1st-rank spells) in it, e.g. a 1st-rank Protector Tree, a 2nd-rank Summon Animal, and a 3rd-rank Heal.
The archetype is still not addressing the Learn a Spell activity for non-cantrips though (definitely an oversight).
The errata basically nerfed this archetype out of existence, as any normal spellcasting archetype is just better. It might be useful in extremely niche cases with its other feats, or if there is a revision that allows the Hedge Mage to add spells from other traditions to its keepsake. Learning a spell is an activity that takes 1 to 3 hours, depending on the spell rank a Hedge Mage would have access to. You simply do that in your spare time.
Hear me out, I feel like the Hedge Mage's keepsake is similar to a smart device that you connect to the internet once in a while. You'll likely have utilitarian cantrips and spells rather than offensive or defensive ones. Any spellcaster could free up space in order to have spells that don't need heightening, but can serve on a regular basic too.
IMO, I fail to understand why spellcasters do NOT receive Detect Magic and Read Aura as innate cantrips "as part of their call features", instead of spending a cantrip slot on either.
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Following the Hedge Mage's revision, am I to believe that you can ONLY learn spells up to 3rd rank, since your keepsake cannot hold higher ranked ones, BUT you can prepare those lower-ranked spells at a higher level, such as a 1st-rank spell as a 8th-ranked one?
Consider you guys lucky that it's only the file size that got higher... and not the price...
Yeah, with all what's going on about digital media, I wouldn't be surprised if books of all kinds become as expensive as their physical versions...
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