Well, admittedly the rules are very complex. For generating a character, they can be even more so. I'll try to guide you through it.
To generate your ability scores, you'll roll four normal, six sided dice, remove whichever one rolled lowest, and add up the rest. Record the result. Do that six times and record all six numbers. Put each of those in one of the six statistics - Higher is better.
Strength makes you better at using weapons hand-to-hand, dexterity makes you better at avoiding damage and using weapons like bows or guns, and Constitution lets you take punishment without dying.
Intelligence helps you learn skills quickly, wisdom helps you resist deception and mind control, and charisma helps you win other people on to your side.
Any of those last three can make you a better spellcaster.
Next, pick a species. Humans are pretty good at everything, but they aren't the best at anything. Dwarves make the best fighters and craftsmen, and they also make good wizards. Elves make good wizards and archers. Half elves are great at dealing with people so they make good bards. Gnomes are great bards or illusionists. Halflings are great at sneaking and athletics.
Each species has different bonuses and penalties described in their entry in the players handbook. Make a note of those, and add them to your list of notes if you need to.
More later.