But a free extra attack (or preventing an enemy from attacking) almost every single round sounds very powerful, and I can't think of any other class that has an ability like this... This works no matter what power you use.) As you go up to higher levels you can get lots of static modifiers to damage, so even basic attacks can become quite powerful.
Thanks for the comments I'm still considering what might be the best approach to the control zones and so any feedback even if only on a read-through is helpful.
Also, don't forget that if a player has a standard action power that keys off of a control zone, he could use a minor action to set the zone for the power, use the standard action power, and replace his move action with another minor action to reset the zone to get the "free OA". This would circumvent the problem you mentioned.
In the control zone rules you can only activate one control zone at a time.
Finally, here's another possibly broken strategy: use a standard action attack power, then use a control zone (minor action) and use Widen Control Zone (another minor action). The attack power does not suffer the attack penalty since you used it before WCZ, and the control zone now covers a 5x5 area, and anyone in the 3x3 block in the middle can't attack this turn without provoking an attack!
Thanks for pointing this out. I have changed the way in which this power works and made activating the control zone part of the power to avoid this abuse.
Definitely limiting it to one OA each round would be a good idea, but it would still need to be tested to make sure it wasn't too powerful. Another idea would be making the "OA" trigger only off of moves and not attacks. This would preserve the "area denial" and "pinning the enemy down" aspect of the control zones, while not directly providing or preventing attacks every round. (You should also add a clarification that these attacks are not actually OAs themselves.
Thanks for the suggestions I've work a few of them into the newest version of the control zones:
Control Zone: Close Fire Auxiliary Class Feature
You are adept at skirmishing even in the midst of your enemies.
At-Will Martial, Undispellable, Weapon, Zone
Minor Action Close blast 3
Effect: The blast creates a zone that lasts until the start of your next turn. You do not provoke attacks of opportunity when making area or ranged attacks against creatures within the blast. As an immediate interrupt, you may make a ranged basic attack against an enemy in the zone that takes an action that would normally provoke an opportunity attack.
Control Zone: Cover Fire Auxiliary Class Feature
You provide covering fire against a particular area of the battlefield disrupting an enemy’s ability to counter attack.
At-Will Martial, Undispellable, Weapon, Zone
Minor Action Area burst 1 within weapon range
Effect: The burst creates a zone that lasts until the start of your next turn. As an immediate interrupt, you may make a ranged basic attack against an enemy who attempts to stand up or makes a ranged or area attack while within the zone. The target suffers a -2 penalty to the attack roll of its triggering attack whether you hit or miss.
Or:
Requirement: When you activate this control zone you must expend 1 shot of ammunition or thrown weapon.
Effect: The burst creates a zone that lasts until the beginning of your next turn. Creatures that enter the zone or start their turn there suffer a -1 penalty to attack rolls checks until the end of your next turn.
Control Zone: Taunting Fire Auxiliary Class Feature
You taunt your enemy in an attempt to keep his attention on you.
At-Will Martial, Undispellable, Weapon, Zone
Minor Action Area burst 1 within weapon range
Effect: The burst creates a zone that lasts until the start of your next turn. As an immediate reaction, you may make a ranged basic attack against an enemy in the zone that moves away from you or makes a ranged or area attack that does not include you. If the target is moving away from you it suffers a -1 penalty to speed whether you hit or miss. If the target made an attack that did not include you, then it suffers a -2 penalty to the attack roll of its triggering attack.
Or:
Requirement: When you activate this control zone you must expend 1 shot of ammunition or thrown weapon.
Effect: The burst creates a zone that lasts until the beginning of your next turn. Enemies that enter the zone or start their turn there suffer a -1 penalty to AC, Reflex, and Perception checks in regards to any creature other than you until the end of your next turn.
Control Zone: Overwatch Auxiliary Class Feature
You keep watch over a particular area of the battlefield like a hawk and take advantage of any opportunity, which presents itself.
At-Will Martial, Undispellable, Weapon, Zone
Minor Action Area burst 1 within weapon range
Effect: The burst creates a zone that lasts until the start of your next turn. You gain a +2 bonus to your Perception skill checks to spot creatures in the zone. As an immediate interrupt, you may make a ranged basic attack against an enemy who enters or leaves a square within the zone. However, you can’t make one if the enemy shifts, teleports, or is forced to move into or out of a square within the zone.
You're correct: I wasn't looking carefully enough. But the cost and weight of ammunition is so trivial that many DMs don't even keep track of it, and even if you do keep track, the extra ammunition expenditure has a minimal effect on the game. It's not clear this is worth including.
It's mainly there because of this being a martial effect and its more believeable when cover fire/taunting fire have ammo expended for their effects.