1. Roll under. Because having set difficulties as stats makes it easy to understand what you need to succeed.
2. Protagonists roll almost everything. DMs do not need to roll but for enemy damage or secret perceptions. This paces up the speed, and leaves way for interesting mechanics.
3. Group Initiative. This is a Wisdom group test to determine what group goes first in battle. Even if group initiatives can be one sided at times, it brings the benefit of faster combat. Having set diatance, using certain defenses and positionin keeps the battles.
4. Spells and abilities are part of the character Info. No need to go around flipping books.Characters are designed to comply with roles and theit portents, players may modify them as needed.