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<blockquote data-quote="MrBeens" data-source="post: 5633205" data-attributes="member: 62153"><p>Quoting to lend my support to your side of the argument.</p><p></p><p>I've been looking at Invokers recently (as my wizard has MC into one and is thinking of picking up a power swap feat).</p><p>A lot of invoker zones do something on the enemy leaving the zone as well as the effect for staying in - this is how wizard zones should work.</p><p>Take the FS for instance - if you end your turn next to it you get ongoing 5 save ends, if you leave it you take D4+int</p><p>Cloud of daggers - if you stay in you grant CA, if you leave or enter you take the damage.</p><p></p><p>Choices regarding zones should be more than just "move to cancel the effect" as in most of the cases the move action doesn't cost the enemy anything (unless they are next to a fighter than can get a free attack on a shift).</p></blockquote><p></p>
[QUOTE="MrBeens, post: 5633205, member: 62153"] Quoting to lend my support to your side of the argument. I've been looking at Invokers recently (as my wizard has MC into one and is thinking of picking up a power swap feat). A lot of invoker zones do something on the enemy leaving the zone as well as the effect for staying in - this is how wizard zones should work. Take the FS for instance - if you end your turn next to it you get ongoing 5 save ends, if you leave it you take D4+int Cloud of daggers - if you stay in you grant CA, if you leave or enter you take the damage. Choices regarding zones should be more than just "move to cancel the effect" as in most of the cases the move action doesn't cost the enemy anything (unless they are next to a fighter than can get a free attack on a shift). [/QUOTE]
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