<div style='font: 11pt arial; text-align: left; '>Seriously, though, if you were to implement a combat system that concentrates more heavily on skill, strategy, and movement rather than simply levels, skills, and items it would do a lot to take away from the "more time = more power" set up - at least in the sense that more play time merely implies better items, better spells, etc., rather than implying more skill at <I>using</i> one's spells /items. A person who spends more time on such a game will still probably be better than a newer person, but moreso in the sense that a veteran Street Fighter player is generally better than an inexperienced one.
Beyond that, you could deal with the problem by offering players incentives (like large amounts of exp, clan points, whatever) for killing players more powerful than themselves and give nothing for killing weaker players. And, of course, there's always the notion of Pkill level ranges.</div>
[b]Sorry, it looks like I'm going to have to kill you in an instant.[/b]