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like the spider having.
spider worker (whit one ability).
and Spider Soldier (whit another ability)
both spawning in the same Spider monster zone.
and when making quests setting the example.
kill 10 Spider total.
or Kill 6 Spider worker and 4 spider soldier.
or for bandits having bandit soldier whit a sword. and bandit archer whit a bow and range attacks.
To explain a little better, I have a counter suggestion: get the parties to try to balance themselves with different ability levels, in a pretty straight forward process, like get a high hp character, a high mana character, a character with a healing ability, a character with a high dps. Basically like a local search function for characters in the immediate area that they'd normally party with anyway. And most of all, avoid having two people of the same class in the party.
The roles don't really matter when people are playing by themselves or in pairs, and the roles don't typically have names that appear in a fantasy genre. You don't call the party's fighters in AD&D "Tanks" for example, you call them fighters.
One annoying thing that keeps various people from playing a lot of WoW clones is that those roles exist. If the demands for buffs and lack of progress for low DPS characters leads to unsubs, isn't that realistic? I know it's why I unsubbed.
I'm thinking also that there's often higher level players showing up in low level areas in real life MMORPGs, often to coach other players, provide heals in difficult spots, get low level players into higher level areas for quicker loot gathering, and sometimes simple stuff like keeping a road clear just for fun.
I ended up planting a bunch of Elites around a road that leads from a level 1 zone to a level 3-5 zone (there was another road to the 2-3 zone from the level 1 zone), and it ended up being very chaotic, both "I keep dying" and "the monsters are too easy" hotspots showed up in that area. In a real MMO, that area would have a reputation. Realistic altruistic behaviours and game knowledge simulation would use those hotspots to alter behaviour. I hope you can see why I mention this in regards to what you said.
If it is happening, wouldn't it be reasonable to pick a "normal" damage amount for the whole game (ie. 2 for mana cost abilities, 1 for instant non-mana abilities, 3 for 1 second casting time spells) and leave each new ability using that scale even though it's gained at a higher level, simply because it will keep the damage ratios in line with the % power increase per level table?