How about just leave it the way it was? It was fine to start with and has been fine for the past three years.
So, if next to a fighter and in a zone you are forced to move and risk not moving anyway? That strikes me as way over the top.I'd actually like to disallow shifts away too. Too easy to get away. Make them pick between provoking or burning perhaps?
Breaking it down to individual actions is likely to add far more confusion than it's worth, I think.Basically, it won't actually matter what action they take, so long as that first action gets them away from the sphere or out of the zone. Otherwise, they take the damage.
How about just leave it the way it was? It was fine to start with and has been fine for the past three years.
Now this would be a very good change to the spell.
Hehe wait a sec, you say this now -
But earlier you see a different change that you like and it's -
So, if next to a fighter and in a zone you are forced to move and risk not moving anyway? That strikes me as way over the top.
Breaking it down to individual actions is likely to add far more confusion than it's worth, I think.
I retain my view from upthread: the damage should be end of turn, but it should be beefed up with damage and/or conditions. Ongoing fire damage (save ends - but no save is possible if adjacent to the sphere) seems good for FS. Granting CA I like for Cloud of Daggers (whenever in the daggers). Dazing (save ends, no save possible if in the zone) at end of turn would fit for Stinking Cloud. Freezing Cloud should maybe be just higher cold damage, with Slowed (save ends). Et cetera.
I stay in the zone X happens, I leave the zone Y happens. What is my best option?
The zone needs to function on it's own without having to rely on outside influences to make it work, but combining it with other outside influences can certainly make it better.
Not really. In that situation the baddy can just take the damage. It's no worse for them than it is right now.So, if next to a fighter and in a zone you are forced to move and risk not moving anyway? That strikes me as way over the top.
OK, if the damage is low, sure. But if the damage is low enough that it's not really a threat, that's not really control. I would really like to see fair, but effective, control. The best way to that seems to me to be boosted threat at the end of the turn.Not really. In that situation the baddy can just take the damage. It's no worse for them than it is right now.
How about just leave it the way it was? It was fine to start with and has been fine for the past three years.