D&D 5E Group new to 5E - what should we know?

My long-time D&D group is switching over from Pathfinder to 5th edition for our new campaign starting next week. We tend to play these campaigns for quite a long while (1-2 years), so I want to get things right as far as designing my character and making sure the group is diverse enough to cover the needed adventuring roles. There will be 6 PCs.

What advice can more experienced players give as we figure out what characters to play in our first game?

Have a good Session Zero before play so that everyone is on the same page and the characters are suitable to the overall party theme that you agreed upon as a group.

Here are some actual transcripts of my current 5e game, including Session Zero, which may be of interest to you.

How important is it to have a character in the group who can cast healing magic? Is a Ranger good enough at covering that role or will we need more healing? I am worried about the ramifications of no more "magic item shops" and so being unable to buy wands of CLW to cover a party that has a lack of healing spells like you could in 3.X edition.

If you don't have a healer, don't play as if you did, and you can't go wrong. Approach challenges according to the party's strengths.

Can a Warlock cover the arcane caster role of a group, or is his spell/day too limited for that? How important is it to even have an arcane caster?

Same as my answer regarding healers.

Any other advice/tips for someone coming from Pathfinder to 5E?

Internalize the "How to Play" section on page 3 of the Basic Rules: The DM describes the environment. The players describe what they want to do. The DM narrates the results of the adventurers' actions.

Only sometimes will the DM ask for an ability check or the like when the result of your actions are uncertain in his or her eyes. If you can avoid making a roll by coming up with a good approach to a problem in the game, do so. Build a decent character as a backup in case you actually have to make a roll. Don't ask to make rolls - that's just asking for a chance to fail. The only time you should be asking to fail is when you're playing to your traits, ideals, bonds, or flaws so you can earn Inspiration.

Remember also the goals of play, outlined on page 2 of the Basic Rules. Paraphrased, that is to have a good time and create an exciting, memorable story as a result of play. Every decision you make, ask yourself "Will this be fun for everyone at the table? Will it help create an exciting, memorable story?" If the answer to either one of those questions is "No," then make some other decision instead.
 
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While people keep saying you don't need a rogue, and while that is certainly true, it does help to have at least one character proficient with thieves tools. Without the proficiency, and without the tools themselves, you are going to be out of luck getting locked doors and items open, and with disabling physical traps.
 


I'm playing a Pact of the Tome warlock, and it comes close to approximating a wizard. It doesn't have the variety of spells that a wizard has, but it has a great ranged blast attack!
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