My campaign -
Roll two sets of 3d6 (each set a different color, e.g. 3 red d6 and 3 white d6). Roll the dice for each characteristic in order, adding up the dice of the same color. The PC must choose one of the two characters as their PC. The remaining character is given to the DM to use as an NPC.
The PC chooses a class. They can choose any class as long as the prime characteristic is at least 8. If the class thas two prime characteristics, both must be 9 or higher. Once a class is chosen, the character gets +1 to the prime characteristic (up to 18). If the class has two prime requisites, the PC must choose one of them to receive the bonus.
The PC can reduce any of the chars non-prime stats by 2 to raise any of the chars prime requisites by one, as long as the characteristic does not go below 9.
The PC must roll the 6d6 one more time, adding up each of the dice off the same color, ending up with 2 numbers from 3 to 18 to determine their starting class template. The PC must choose one of the templates from the Players Companion for their class that they rolled, determing their starting equipment and proficiencies.
Half of the bonus proficiencies from a high intelligence can be a class proficiency (i.e. 13 int get 1 bous class prof, 16 Int gets 1 bonus class prof, one bonus general prof, 18 int gets 2 bonus class prof., 1 bonus general prof.). The PC can choose the bonus prof. immediately, or choose them during play.
Bonus arcane spells are randomly generated.
All chars begin with max HP for their class at 1st level (roll after that).
This results in a character ready to go within 10 minutes, even if there is some added XP (for a replacement char and an XP bank). It works great for new players or experienced players and the templates are GREAT for flavor and makes each character unique. The max HP and +1 to prime char makes it more likely that whatever they roll, they can make a character they can play.