Charging: Direction of travel is a bit looser than RAW.  A curving arc or a bit of a zig-zag pattern are acceptable.  The 10' minimum is still a requirement, and OA's are still possible.

Re-Roll Tokens: Each character starts with 3 Re-Roll Tokens at the beginning of each Encounter.  More can be earned with good role-playing.  Re-Roll Tokens can be spent on any kind of roll: attack, damage, skill check, saving throw, etc.

Surprise Round: Those with Surprise, whether PC's or enemies, have a full round of actions (Standard, Move, & Minor).

Combat Posting: PC's will be grouped according to stages.  PC's in the current stage can post in any order.  Do take note of what previous PC's have posted and try not to usurp or contradict their intended actions.

Healing the Dying: If you are unconscious, Heal checks force you to spend a Healing Surge - and your Second Wind if you haven't expended it yet.  If you have already used your Second Wind, then you just spend a Healing Surge and come up from 0 hit points.

Combat Advantage: A character who had Combat Advantage will be allowed to roll 2 d20's and take the higher result (as per 5e).  This stacks with Halfling Luck, Elven Precision, Avenger powers, etc., as well as with Re-Roll Tokens.  Those with disadvantage in combat still have the normal -2 penalty.