This right here. I love Traveller because chargen is real fun process, and despite being random, doesnt kick out useless characters (unless you are trying on purpose.) Chargen takes an entire night (for a full party) but afterwards, gameplay is a breeze. All the heavy lifting is done up front. Its a good example to follow.
Yeah and my game, Quest For Chevar, isn’t much more complex in chargen than making a level 3 D&D 5e character. It could be done in 5 minutes, if I wrote out quick start builds for each archetype, ncluding an origin and what skills to train outside of your archetype skills, but that isn’t all that fun, to me.
Instead, you choose an ancestry, upbringing, and occupation, and then an Archetype, which comes with a few automatic traits and skills and a few you pick from a short list, and then fill in a few more skills and traits without any filter. Your attribute points are pretty simple, and your skill ranks are very easy to tabulate.
The CharGen document goes step by step and uses the same language the game will use in play where possible. Eg, when explaining how skill ranks work, it refers to skills as Skill (Specialty), eg Acrobatics (Parkour), and then explains that when you make an Acrobatics (Parkour) check, you add your skill and specialty ranks to determine the number of dice in your dice pool. This is probably the single most complex aspect of the entire system.
In play, you have the whole skill list on the front page of your sheet, and up top you have the success ladder spelled out for easy reference, next to the Trauma tracker.
From there, you just decide what you wanna do, make checks as needed, and use the success ladder to guide what happens as a result. The results of each level of success are similar to pbta style games, and we are working on a conflict sheet that can sit on a GM screen facing out or be at hand at the table, that covers what is most likely to need referencing during play, but so far even new players tend only to need those rules referenced in the first couple sessions, at most.