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A few more things to note from 4th edition
Rangers don't get spells any more. At all. Ever.
Rangers also don't get an animal companion. And if they don't take the Perception skill, they can't track anything for shit. (The way skill checks appear to work is that anyone can try anything. Yup. Wizards can make Religion skill checks without having the Religion skill, for example. But training in the skill gives you a +5 bonus to the check. But you only know a certain number of skills based on your race, class, feats, etc., but, and this is important, they don't go up based on your level. The good side of this is there are only 17 total skills in the Player's Guide, so odds are with a 4-5 person party, you can have most bases covered. Unless you're playing an all Warlock party or something.) Now, they do get the ability to deal extra damage to the nearest enemy to them, which is odd if they're an archery ranger..... also kicking archery rangers in the nuts is this little ability. Prime Shot: If none of your allies are nearer to your target than you are, you receive a +1 bonus to ranged attack rolls against that target. So, I guess you have to sneak in and snipe people from the side or the back or whatever, but if, say, the fighter in the group melees your target, you lose that +1 to attack.
All classes gain feats at the same progression. One new feat every even level, plus extra feats at 11th and 21st level (plus whatever feats you get from your race/class/etc.) Yeah, the big fighter bonus, lots of feats... every class gets it now. I'm not sure what the trade-off for that is yet. I mean, okay, in 3.5, Fighters got lots of bonus feats, and paladins got spells and paladin abilities.
Well, now every class gets the bonus feats, paladins can start with better armor without having to take a feat for it, and pallies and fighters get the same HP progression. I think the big fighter bonus is this: They can mark opponents such that if the opponent attacks someone other then the fighter, the opponent has a penalty to do so.
But I mean, if that's it.... it's a bit weak-sauce, at least from first appearances.
Oh, and Warlocks... a little slice of evil. (Well, 2/3rds of Warlocks.)
Rangers also don't get an animal companion. And if they don't take the Perception skill, they can't track anything for shit. (The way skill checks appear to work is that anyone can try anything. Yup. Wizards can make Religion skill checks without having the Religion skill, for example. But training in the skill gives you a +5 bonus to the check. But you only know a certain number of skills based on your race, class, feats, etc., but, and this is important, they don't go up based on your level. The good side of this is there are only 17 total skills in the Player's Guide, so odds are with a 4-5 person party, you can have most bases covered. Unless you're playing an all Warlock party or something.) Now, they do get the ability to deal extra damage to the nearest enemy to them, which is odd if they're an archery ranger..... also kicking archery rangers in the nuts is this little ability. Prime Shot: If none of your allies are nearer to your target than you are, you receive a +1 bonus to ranged attack rolls against that target. So, I guess you have to sneak in and snipe people from the side or the back or whatever, but if, say, the fighter in the group melees your target, you lose that +1 to attack.
All classes gain feats at the same progression. One new feat every even level, plus extra feats at 11th and 21st level (plus whatever feats you get from your race/class/etc.) Yeah, the big fighter bonus, lots of feats... every class gets it now. I'm not sure what the trade-off for that is yet. I mean, okay, in 3.5, Fighters got lots of bonus feats, and paladins got spells and paladin abilities.
Well, now every class gets the bonus feats, paladins can start with better armor without having to take a feat for it, and pallies and fighters get the same HP progression. I think the big fighter bonus is this: They can mark opponents such that if the opponent attacks someone other then the fighter, the opponent has a penalty to do so.
But I mean, if that's it.... it's a bit weak-sauce, at least from first appearances.
Oh, and Warlocks... a little slice of evil. (Well, 2/3rds of Warlocks.)

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Now, obviously, if you already have your own gaming group or circle of friends, you can make that choice yourself. Right now, my only advice is, pick which version you want to teach her, and don't show her the other stuff. Even in my mild perusing of the material, there are enough changes (some minor, some wild-ass and goofy) that trying to get her to understand both systems as an intro to gaming would probably turn her off of gaming.
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So, yeah, I think you're right; start with v.4 and that way, we can both learn about the system. If daughter does later end up getting in to gaming, at least she won't be totally clueless. After that, Heros, and finally; GURPS. Poor thing, she'll be a geek whether she likes it or not.
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Yeah, Pathfinder is looking better and better.
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I don't want to sit around with my friends and play an MMO w/dice. I want to roleplay. It's two separate markets, but someone there dropped the ball significantly.
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"But they are just kobolds!"
"Yeah, but there's 20 of them swarming you. And that's not even the whole group."
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*KITTENS*
"AAAAAARGH!"
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