One of the snags of our method of "X level gets Y amount of loot", is that, well... From a mechanical standpoint we never get paid or find any gear. Though for characters higher than level 1, mundane items (within reason, there are rules to allow free mundane items from the Adventurer Gear table for characters created past level 1.) are free. Not like "Hey give that 1,000 gold boat, that 200 gold supplement item is in a gear table give me that, I want 19 trillion ritual components to sell", but things in the literally named "Adventurers Gear" table you picked out your rations and sunrods from. Or reasonably priced supplement gear. Also, we kind of just assume ritual components are had past level 1 (aside from the Gold cost and certain ones with special needs).
We do however, allow complete sheet overhauls so long as it's not in the middle of combat. So while nobody really has any spare gear to loan you, (I'm keeping my only staff, thank you very much.), you can adjust to something more balanced than "I spent all my money on a pair of boots that are over twice my level".
Of course, with our tweaked Inherent Bonus rules you could still probably get by.
Details:
Enhancement Bonuses
At certain levels, characters gain an innate minimum "enhancement" bonus for attacks, damage, and defenses even if using mundane gear. (Or no gear at all) +1 at lvl 2, +2 at lvl 6,+3 at level 11, +4 at lvl 16, +5 at lvl 21, and +6 at level 26. And these bonuses ONLY apply to defenses, attack rolls, damage rolls.
If the character is using an item that grants an enhancement bonus that is greater than the character's minimum, (such as using a +2 assassin's weapon at level 3,) use the magic item's enhancement bonus as normal. If the character is using an item that grants an enhancement bonus less than their minimum, (such as that same dagger being used by a level 30 char), use the character's minimum enhancement bonus instead of the item's enhancement bonus when rolling attacks or damage. Never use the character's bonus for determining weapon/armor properties or powers. Character minimum enhancement bonus does not grant, or apply to, critical damage dice/properties in any way.
Gear wise, bonuses get higher at level 5, level 10, level "one level below when Inherent gives it for free". Our tweak, is that by default the rules don't give you the Armor and Neck item (which give the non AC defenses) defense bonuses... Until one level before the NEXT plus. For example, with the default rules, inherent bonus wouldn't raise your defense to +6, until level 29 out of a max of 30.
So, if you REALLY want to keep your Level 9 On a level 4 character shoes, you can while still getting the +'s required for competent adventuring. You just won't have as many extras as other people. Plus you don't get Critical damage bonus for just inherent weapons/focus.
IC wise, while Terdisas did mention everyone chipping in to help you out, that would be IC wise while in the OOC background you just overhauled your sheer. Or if you stay as is, just us getting you something better to wear than the rags we found you in and Stock non enchanted weapons/focus and armor.
EDIT: Rituals and consumables have always been a snag. You have the budget to buy rituals, specialty gear, and trick yourself out much better than the average GM/straight creation at that level would grant (as in, more than barely being able to afford one weapon, armor, and neck item of your level so you have the required + bonus to not suck... Unless you are a two offense item class like a Cleric). But it leaves no budget for consumables/casting rituals because those can get EXPENSIVE, and when our payday is on level up... That's bad, when on average we're at level four for... oh, four years or so.
This message was last edited by the player at 23:17, Tue 23 Oct 2012.