Oh, and:I assume in this thread we'll see the following complaints:
- Argh, one level per session? It's a computer game!
- But third level characters are much too poweful!
- But I can't play a beginning evoker specialist with two spells per day!
The idea that 1st level characters are uncomplicated and can be quickly made by new players kind of falls apart when you look at spellcasters. A Mage gets three cantrips and four 1st level spells. If you want to make an informed selection rather than just picking randomly, you'll need to read them first. That's (currently) 33 spells to read.
This is a good point, but one that's quite easily fixed - they should offer one or more fixed packages of spells for the new player to choose from. So, if they're a fire-based Wizard they should choose the fire package, for an enchanter choose the appropriate package, and so on. That way, it's reduced down to a single choice between a handful of easily-understood options.
(And, for the more advanced player, of course, they can just offer a free choice of the 33 spells.)
The second count, and the one that's more relevant here, concerned what happened in the second campaign, when experienced players start again at low-level (and probably 1st level at that, since that's still where most campaigns start). Such a player won't want their character to just be "Dwarf Fighter", but will want the game to give them more options.
Now, the solution of "start at 3rd" is okay, as far as it goes, but it doesn't help the mixed group where the experienced player and the newbie are together - they probably want the same level, but different complexity.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.