my dnd experience was "no magic marts, you work for your items". turns out that you get creative. it was by no means a low-magic campaign, but when i still packed a master-work heavy mace at level 6, i got up and did something. went to my local pelor cathedral, and got the thing consecrated. became a +1 holy masterwork mace thanks to a favor i called in (it was due payment anyway). turned into a minor status symbol as well, which did help convince people i was who i said i was (note to self, rp is good, reputation is good, good deeds are good, but don't underestimate a decent charisma score when playing a holy man).

strict gear upgrade appeared semi-randomly: the dm rolled on random loot tables and when the dice didn't seem to fit (for example, a vorpal battleaxe in a no-barbarian party), he'd "rerolled" it into a rapier dealing electric damage that had the added advantage of being concealable. the rogue got a pimp-cane which saw some use when she couldn't use her bow.