First-level characters in 3E D&D are fragile, sure. But the game softens the blow a little, by granting full hit points to first level characters, and by awarding quadruple the normal number of skill points as well. Both of these benefits only accrue at first level.
The problem is that these benefits -- granted only at character level 1, not when you take the first level of a class -- end up creating a balance issue for multiclass characters: The class you take first matters.
For example, if you want to make a skill-focussed cleric/bard, the rules strongly encourage you to take the bard class at first level, since that maximizes your skill ranks.
And compare the fighter1/rogue1 (16 skill ranks, 13.5 hp on average for an Int 10, Con 10 PC) to a rogue1/fighter1 (34 skill ranks, 11.5 hp on average).
If you wanted to make a barbarian/cleric, there is absolutely no reason to take the cleric level first. The barbarian1/cleric1 has 16.5 hp and 18 skill ranks; the cleric1/barbarian1 has 14.5 hp and 12 skill ranks.
The game gives starting characters another bonus: an extra boost to saving throws at first level. But this bonus applies to higher level PCs when they take a second class -- giving multi-class characters a saving throw boost that singletons do not enjoy. A cleric2/monk2/ranger2 has base saves of Will+6, Fort+9, and Reflex+6 at character level 6. A singleton monk does not equal that until level 8 for Will and Reflex, and not until level 14 for Will. And monks have the best saves in the game.
So looking at these three game mechanics that give the Level One Bump -- hit points, skill ranks, and saves at first level -- the system clearly breaks down a little for multiclass characters.
The promise of 3E's multiclassing rules is the promise of level equivalence, that is, no one combination of classes should be more or less powerful than another. Yes, with any span of choices, some choices will be more optimal than others, but the game should act to minimize the imbalance. The Level One Bump undermines that philosophy, because it contributes to some level choices being more powerful than others.
So we have to consider removing the Level One Bump.
And yet, the Level One Bump serves an important purpose. Brand new characters ARE fragile, and they need a bit of a boost. There's nothing wrong with a bump at first level, so long as it applies equally to all characters, and so long as it does not create artifacts like favoring one multiclass option over another, or over a single class option.
Here is my solution: Make the bump a factor of race, not class. Yes, give starting characters extra save bonuses, skill ranks, and hit points ... but make those benefits a consequence of race selection, not class choice.
PROPOSED RULE CHANGES
Characters do not gain max hit points at first level -- instead, they roll normally, as they do for every level. Characters do not gain quadruple skill ranks at first level -- instead, they get the normal ranks plus Int bonus that they do at every level. Also, there is no unusual boost to saves at first level -- instead, saving throws progress normally (see future screed on this topic).
Add the following benefits to the description for each race.
Dwarf: Add five racial bonus hit points. Add +1 to all Fortitude saving throws. Spend 9 + (3 x Int bonus) points on buying class skills, putting no more than three ranks in class skills and 1.5 ranks in cross-class skills. Class skills for dwarves are: Appraise, Craft, Knowledge (dungeoneering), Listen, Profession, Search.
Elf: Add two racial bonus hit points. Add +1 to all Reflex and Will saving throws. Spend 15 + (3 x Int bonus) points on buying skill ranks, putting no more than three ranks in class skills and 1.5 ranks in cross-class skills. Class skills for elves are: Balance, Climb, Concentration, Diplomacy, Knowledge (all), Craft, Hide, Listen, Move Silent, Perform, Profession, Search, Spellcraft, Spot, Survival, Tumble.
Gnome: Add four racial bonus hit points. Add +1 to all Will saving throws. Spend 12 + (3 x Int bonus) points on buying class skills, putting no more than three ranks in class skills and 1.5 ranks in cross-class skills. Class skills for dwarves are: Bluff, Concentration, Craft, Diplomacy, Gather Info, Knowledge (all), Listen, Perform, Profession, Search, Sleight of Hand, Spellcraft, Spot, Tumble.
Half-Elf: Add four racial bonus hit points. Add +1 to all Will or Reflex saving throws (player's choice). Spend 12 + (3 x Int bonus) points on buying class skills, putting no more than three ranks in class skills and 1.5 ranks in cross-class skills. Class skills for half-elves are: All Int-, Chr-, and Wis- based skills.
Halfling: Add three racial bonus hit points. Add +1 to all Will saving throws. Spend 15 + (3 x Int bonus) points on buying class skills, putting no more than three ranks in class skills and 1.5 ranks in cross-class skills. Class skills for halflings are: Appraise, Climb, Craft, Jump, Knowledge (geography), Listen, Profession, Search, Spot, and all Dex-based skills.
Half-Orc: Add six racial bonus hit points. Add +1 to all Fort saving throws. Spend 6 + (3 x Int bonus) points on buying class skills, putting no more than three ranks in class skills and 1.5 ranks in cross-class skills. Class skills for half-orcs are: Climb, Craft, Intimidation, Listen, Profession, Ride, Handle Animal, Rope Use, Spot, Survival, Swim.
Human: Add four racial bonus hit points. Add +1 to all Will or Fort or Reflex saving throws (player's choice). Spend 12 + (3 x Int bonus) points on buying class skills, plus another 3 as a human racial feature, putting no more than three ranks in any one skill. All skills are class skills for humans.
This is part two of an ongoing series on How I Would Fix D&D 3.5.
I and others discussed this issue on the Paizo Fora.