5e game went well.
overall i think it was too simplistic.
we had 4 players. we showed up last and picked our pregens last. my boy picked the the non healing cleric and i got stuck w/ the wizard.
we talked the dm into bringing the healing cleric as a hireling npc whose job was stay out of the way and heal us when we rested.
i cant speak to if he rogue is the new monk, but at low levels the pregen rogue is probably better than they should be. auto 16s on rogue skills is overly handy.
i think my wiz had a better body count than anyone else. magic mook gun lays waste to mooky kobalds.
used 3 of my 4 first level spells. B hands : mass mook killer, Sleep: kill mooks later, comp lang: dafuq u call me? second day re-memorized spells w/ 2 B hands and a sleep.
never needed to freeze ray anyone.
so most mechanics are familiar / easy to use. roll init... strength to hit... so on...
to me, it seems skills will be almost entirely fiat/useless.
also my lvl 1 elf wizard had 16 hp.
in a more advanced situation beyond this first test, looks like advantages/disadvantages will be huge.
in all (i think) we killed 26 + 6 +3 + 5 +18 + 6 creatures. two got away.
after the first 40ish we went back to the coup to rekeep. went back the next day to finish off mooks that we didnt have the hp to take on the first time.
our cleric used his little bit of healing and swung his hammer... no real diff from any other version at lvl 1.
rogue was more effectively a rogue than they have been in the past at first level
fighter slayed mooks w/ his guaranteed damage hit or miss (one at a time).
it was fighters first dnd game ever. he usually plays SW saga (i think).
rogue mostly 40ks i think..
cleric is a wow kid
has played several things a time or two.
wiz is a board regular and seasoned vet known for being as handsome as he is witty.
EDIT: i retract some of the rogue stuff. i forgot how easy it was to ensure a 17 in 3.x rogue skills.