All Belt-Bracers-Cloak-Greaves-Pants-Ring-Shirt-Club/Cudgel/Mace (Fort,2Hp,-3cold,1-6melee)
Barbarian Torso-wClub-tAxe-Shield/Buckler-Helm-hAxe-Cleaver/rAxe/bAxe-gAxe-Bow
Bard Torso-wClub-tAxe-hAxe-Cleaver/rAxe-Bow
Cleric Torso-wClub-Shield/Buckler-Helm
Druid Torso-wClub-tAxe-Shield/Buckler-Helm
Dwarf Torso-wClub-tAxe-Shield/Buckler-Helm-hAxe-Cleaver/rAxe/bAxe-gAxe-Bow
Elf -tAxe
Fighter Torso-wClub-tAxe-Shield/Buckler-Helm-hAxe-Cleaver/rAxe/bAxe-gAxe-Bow
Monk -tAxe
Paladin Torso-wClub-tAxe-Shield/Buckler-Helm-hAxe-Cleaver/rAxe/bAxe-gAxe-Bow
Ranger Torso-tAxe-hAxe-Cleaver/rAxe/bAxe-Bow
Rogue Torso-tAxe-hAxe-Bow
Wizard -tAxe
What's the deal with the Club, Cudgel, and Mace? Slightly more balanced or top-heavy, but all single hand melee weapons open to all classes. That seems really redundant, at least two of them could be weapons for monster races/enemy groups, like farmer's cudgel, shepherd's hook, cleric's mace, etc.
Same with Axe vs Cleaver
Also is the difference between shield & buckler just AC? Or is buckler supposed to be an archer's buckler? Used to be big shield/small shield would be usable by different classes, or be different rarity or something. Is the goal just to make sure most players draw a couple Sea Raider tokens per pack? (there are also 2 uncommon armors useable by all except monk & wizard,
Also why can druid use shields & helmet and not bard? Used to be neither got helmets (with special exceptions), and Bard could use bigger/heavier shields than druids (then it changed so both could use all shields). In fact, in the Uncommon section, there's a +3 shield that bards can use and druid's can't, so is this making a specific point about Sea Raiders?
I'd be interested in replacing one of the extraneous Common or Uncommon tokens with a bard instrument that isn't a weapon.
All: 8 combo, 8 slots, 10 tokens
Monk: 8 combo, 9 slots, 11 tokens - lacking: Robes, FoB weapon, Uncommon token
Wizards: 8 combo, 9 slots, 11 tokens - lacking: Robes, Hats, Offhand, Uncommon token
Rogue: 9 combo, 10 slots, 18 tokens - lacking: Sneak, Hats, Offhand
Bard: 9 combo, 10 slots, 22 tokens - lacking: Instrument, Hats, Shields
Ranger: 10 combo, 11 slots, 24 tokens - lacking: Hats
Druid: 11 combo, 12 slots, 21 tokens - lacking: nothing
Cleric: 11 combo, 11 slots, 22 tokens - lacking: Ranged weapon, Holy Symbol
Barbarian: 11 combo, 12 slots, 29 tokens - lacking: nothing
Fighters/Paladin: 11 combo, 12 slots, 30 tokens - lacking: nothing
Suggestion 1: If you equip 8 Sea Raider tokens (maximum available to all classes), you "Raid" +1 Treasure chip after the adventure (could alter the requirement to 8 Common Sea Raider tokens, or not using Rare or better weapons, or you could add additional slots to the set to make it a greater token requirement, for instance, a slotless token that does nothing except allow that bonus, like a treasure chest, or a neck or charm slot for the same.)
Suggestion 2: 3-piece bonus, 5-piece bonus, 7-piece bonus (which covers the 7 universal nonweapon tokens), 8+ bonuses based on class
Barbarian: Rage or 2-hand bonus
Bard: Singing bonus
Cleric: Turn Bonus or turn other subtype
Druid/Wizards: Focus
Dwarf: Taunt bonus, AC, or Retribution
Fighter: + to hit or damage with 1-hand
Monk: FoB bonus
Paladin: + lay on hands or +DR when guarding
Ranger: + 1 vs Undead, different subtype, or ranged damage
Rogue: Sneak bonus
Suggestion 3: Offhand Drinking Horn
Suggestion 4: Boots (even if it just means switching Greaves, Bracers, or Ring)
I came here to sing and collect tokens, and I'm alllll out of money.