FireLance said:
So, to make it easier for new players, I'd like to be able to sum up character creation in just six words: "Pick class. Pick race. Start playing."
A lot of the addictive goodness in D&D comes from playing your own, personalized, unique character. The new player experience simply
must have that element. The way they pick a character really has to be the same core process that the rest of us use, so they can cleanly interface with the rest of the rules after they play the first time.
To me, that means that the core process itself has to get whittled down. After a lot of thought, I have a campaign that does this:
- 4 core races
- 4 core classes
- No skill points (see Unearthed Arcana)
- Only class bonus feats (i.e., none at 1st level)
- Spontaneous divine casters (see Unearthed Arcana)
- Fixed starting spell lists for spellcasters (in 3 flavors)
Therefore, 1st-level character generation looks like this, for all players:
- Roll abilities & arrange
- Pick race & class, roll hit points
- Spellcasters choose starting faction (spellbook)
- Buy equipment (from one-page basic list)
I think that's easy enough for first-time players, but it's not any different for expert players in my campaign. If you want expanded options, those are all pushed to higher levels: new spell selections, fighter feats start at 2nd level, etc. If you have expert players and that's not enough for them, start them at higher level, to whatever point the decisions match their taste.
A really important thing to remember is that D&D's hugest growth came in the 1978-1984 era when they had the "Basic Blue Set", limited to levels 1-3, and was intended to completely interface with the larger AD&D ruleset that was coming out at the same time. For some reason, TSR/WOTC has avoided that ever since, and IMO it's the biggest ongoing mistake the company ever made.