~Johnny~ said:
The biggest barrier in 3e is skill points, which seem to be gone in 4e (replaced with Saga-style "trained" or "untrained" skills and level-based bonuses).
It's easy enough to reduce 3E skills to "trained"/"untrained" (and "cross-class trained") for single class characters. An elf 10th-level rogue with Int 14 has 10 skills. "Untrained" is +0, "trained" is +13, "cross-class trained" is +6. A human 3rd-level cleric with Int 10 has 3 skills, "trained" +6, "untrained" +0, "cross-class trained" +3.
It does gets a bit more complicated for the likes of wizards who change Int, and a lot more complicated for multiclassed characters.
You'll still have to pick feats and talents, but there's less number crunching involved.
I think that depends on the particular classes under comparison. Making a 3E 20th-level barbarian (pick your 7 feats, good to go!) seems simpler than making a Saga 20th-level Jedi (pick 7 feats, 10 Jedi feats and 10 talents). Making a 20th-level swordsage is way more complex than either, because even though there's some 20-odd powers to pick and another few to just note down, there are non-obvious requirements, the ability to trade in powers for new ones (and possibly break requirements for something else)...
The lack of Ability score-affecting magic items should also be handy in reducing the calculations you have to make.
Very true. Magic items, and particularly stat enhancers are IMO the most fiddly bit when trying to make high level characters quickly. It can be difficult to remain aware of what you need, want and can afford without adjusting the numbers multiple times as you add and remove items.
With practice, you can learn to do it relatively quickly, but particularly for a newbie, it can be rather overwhelming to quickly pick, say, 100,000 gp worth of items that don't leave him lacking in some crucial area.