Introduction to 3rd Edition (the basics of characters)
Well, I have to admit that I am impressed with the new D&D 3rd Edition rules. They've made the rules much easier overall, and a little more detailed as well. For example, they've standardized the experience point levels (1000xp is 2nd level for any character class) and you always want to roll high (to hit, saves, etc.). But they've also helped to make characters more individualized by adding more classes, races, skills, class-related special abilities and something new called 'feats'. Here's a quick overview of the new rules to get you going. Refer to the Player's Handbook for the specifics.
Abilities - There's only one table for ability bonuses consisting of a modifier and additional spells. Much easier to deal with.
Races - Same ones as before, but they've brought back the Half-Orc. Each race has a favored class (or classes) that come into game play when designing a character. As before, races give the character certain racial modifiers to abilities and skills.
Classes - All classes are now equal status, there are no 'sub-classes'. There are some resurrected classes such as the monk and the barbarian and a new class called the sorcerer. Base save and attack bonuses are class-dependent. Hit dice are the same, except barbarians are a d12 and monks are a d8 (used to be a d4 in 1st edition). Another nice new addition to classes are class-specific special abilities (clerics can turn undead, monks can fall great distances, barbarians can 'rage', et. al.).
Multiclasses - No more splitting of experience points, no more dual class humans. Any race can multi-class, when you gain a new level, you can either apply the level to your existing class, or become 1st level in a new class, then roll HP for that new class.
Skills: - Almost the same as before, except you want to roll high. There are class skills, which you can get easily. There are cross-class skills which are available, but 'cost' more. Then there are skills exclusive to other classes that you don't have access to and can't get (unless you multi-class). High intelligence and certain classes gain more skills per level. Some skills can be tried even if you are not formally trained in the skill.
Feats - These are abilities that your character acquires (or 'buys') uniquely. They are not skills in that you either have the ability or not. There is usually no roll involved. For example, ambidexterity lets you use both hands with equal expertise and maximize spell allows the caster to always get the maximum results from 'damage' rolls. Some feats have prerequisites and some classes get 'free' feats.