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<blockquote data-quote="Dragonblade" data-source="post: 5766943" data-attributes="member: 2804"><p>I think you can use house rules to bridge the gap, depending on what your player's like or dislike about each system.</p><p></p><p>My group plays both and its a balancing act. For example, for the 4e guys, failing a save and being stuck watching your friends play without you for multiple rounds is an absolute deal breaker and one of the the most despised and frustrating aspects of playing PF.</p><p></p><p>So when we play PF, our DM goes out of his way to minimize the duration such effects or provide story reasons for giving a player another save to shake it off. One guy was petrified in our last battle, so the DM conveniently had us recover a wand of stone to flesh with 2 charges left on the bodies of the enemies we killed.</p><p></p><p>And in PF, we adopted the 4e movement rule of counting every square as 1, instead of double counting diagonals since everyone agreed that was easier and preferable.</p><p></p><p>It doesn't always work out, but its enough that all of my players are open and flexible and when we are done with PF, we'll switch over to 4e, and then in the future back to PF again probably.</p><p></p><p>On the 4e side, its a little bit easier. Our PF fans actually like 4e combat and generally prefer it to PF combat. Their main issue with 4e is that 4e characters just don't feel as flexible from a RP perspective. So we added a house rule for encounter power recovery to make it feel less gamist, free multi-classing feats in lieu of a background for story reasons, etc.</p><p></p><p>Also when DMing 4e, I use the inherent bonus rule and custom make the magic items that my players find. It helps make them feel more magical and rare. Generally, we are able to keep everyone satisfied.</p></blockquote><p></p>
[QUOTE="Dragonblade, post: 5766943, member: 2804"] I think you can use house rules to bridge the gap, depending on what your player's like or dislike about each system. My group plays both and its a balancing act. For example, for the 4e guys, failing a save and being stuck watching your friends play without you for multiple rounds is an absolute deal breaker and one of the the most despised and frustrating aspects of playing PF. So when we play PF, our DM goes out of his way to minimize the duration such effects or provide story reasons for giving a player another save to shake it off. One guy was petrified in our last battle, so the DM conveniently had us recover a wand of stone to flesh with 2 charges left on the bodies of the enemies we killed. And in PF, we adopted the 4e movement rule of counting every square as 1, instead of double counting diagonals since everyone agreed that was easier and preferable. It doesn't always work out, but its enough that all of my players are open and flexible and when we are done with PF, we'll switch over to 4e, and then in the future back to PF again probably. On the 4e side, its a little bit easier. Our PF fans actually like 4e combat and generally prefer it to PF combat. Their main issue with 4e is that 4e characters just don't feel as flexible from a RP perspective. So we added a house rule for encounter power recovery to make it feel less gamist, free multi-classing feats in lieu of a background for story reasons, etc. Also when DMing 4e, I use the inherent bonus rule and custom make the magic items that my players find. It helps make them feel more magical and rare. Generally, we are able to keep everyone satisfied. [/QUOTE]
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