Gear Inequity

Dealing with the variance of random magic item rolls
Correctly dealing with the random nature of items your players find requires a bit of experience. You’ll quickly find that certain players will be unlucky, other players will have good luck and get fantastic items. As long as you keep an eye on how you distribute items, you can encourage things to be fair and keep things reasonably balanced. Remember that part of the fun of the system for the players is the hope that someday they can roll a truly amazing item.

When in doubt, drop items that add + or +, everyone needs more of it, particularly early in the game.

One common tactic is to drop slightly more items that suit players you feel that are falling behind the gear curve. This just pushes things in the right direction.

A second is an optional rule called the Hand of Luck. At the beginning of every session, the players vote who is the most unlucky player. That player gets to reroll an item roll of their choice that session, and all results have a minimum of 5 on that roll.

Another tactic is to give the players access to some Orbs. They might decide to invest in (re-)rolling some useless loot and this approach gives a clear focus of orbs being crafting tools rather than just currency. After all, NPCs will often prefer trading in the form of food and quests rather than pure currency.

Finally, a great way to keep unlucky players on par and excited is to design and drop a unique item that suits their build. Unique items tend to be excellent items for their tier, and grant a bonus that a normal magical items cannot grant, such as Cannot be Chilled. It's good to link a unique item to the world, either from a special boss or lore of the game-world