Character creation isn't tough after you've done it a handful of times. Selecting a couple of skills should not take a player more than 60 seconds, so removing that won't help.I like what i'm seeing here!
What about the other half of things though? How do I streamline character creation so making a new character isn't a chore and much faster? Isn't there a section in the DMG on removing skills and taking it to a ability roll?
Also if you made it 3D6 in order and removed feats it would give characters reasons to love those +2 increases a lot more.
0 HP = dead
What about the other half of things though? How do I streamline character creation so making a new character isn't a chore and much faster? Isn't there a section in the DMG on removing skills and taking it to a ability roll?
1) Death at 0 HP.
2) Don't fudge any dice rolls as the DM.
Roll your dice in the open & let whatever results occur stand.
3) Ignore the CR system. Put whatever monsters, in whatever #s, in the adventure as you think fits. Not what some formula would suggest.
Go get yourself copies of a few classic modules & look at thier encounters. B2 Keep on the Borderlands, B? Horror on the Hill, Shrine of Tomoachan, U3 The Final Enemy, various others. They weren't "balanced" but they were a blast to play through.
4) Play intelligent creatures intelligently.
5) Adjust the healing rates. It took TIME, alot of it, to heal back to full without magic back in BECMI & AD&D.
6) See those ability score bonuses? Dial them back to thier BECMI/AD&D points on the charts. You want a +?
Likewise you might consider scaling the HD of certain classes back. Once upon a time you wizards enjoyed a mere d4....
If you guys were going to House Rule a DEADLY D&D5E set of rules what would they be?

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