Are your combat rules house-ruled?
It's...more me having no idea what this is all about, rather than me having my own idea or initial experiences being home-taught from a norm. Like, as in, nothing known. (Even if I click the link, I then have no idea what to do to know stuff).
It's not that hard. The game's action resolution mechanic is rolling a 1d20 + any dice you get from stats, then comparing the number to a difficulty class determined by how challenging the action is.
So at its core, any character is just a bundle of stats defining a rough archetype. A character with high Might (physical strength, mostly) but low Logic (puzzling things out, mostly) would be strong but a little simple or slow, great at breaking down doors but not so great with riddles. A character with high Presence (public speaking/performing, mostly) but low Deception (lying/deceiving, mostly) would be great at delivering speeches but terrible at dressing up like a beggar to sneak out unnoticed. And so on.
Then you add Feats on top of that, which are fiddly specializations. Two characters with high Might would both be really strong, for instance, but are they crusading paladins, fearless mercenaries, raging berserkers, or something else? Feats are one thing that helps determine that. For instance, there's a feat to let you fly into a berserk rage. Well, obviously that's a berserker/barbarian feat. There's another feat that improves your ability to wear armor, which is obviously going to imply a heavily armored type, maybe a knight or at least well-armored mercenary. There's a feat to resist fire or frost, which implies something else. And so on.
Then you've got Banes and Boons, which are basically special actions you can take if you have certain stat combinations. The Heal Boon, for instance, is available to anyone with any points at all in Creation (magical good stuff) or Presence (public speaking/performing), and heals more damage the higher the stat. This is to represent the fact that anyone with talent in creation magic or with sufficient presence of personality can try to recover an ally's health or fighting spirit. On the other hand, the Seeing Boon allows you to see through the eyes of an ally, and requires Divination (divination magic) 4, meaning anyone specializing heavily in divination magic is able to do that particular thing.
So you've got your base stats that define your basic archetype (weakly scholar, sturdy rogue, bodybuilder public relations specialist), some feats to define your unusual specialties (crafter, heavily armored, expert on a given type of foe), and some universal options flowing from your archetype (life mages and leaders can heal/inspire, strong people or movement/energy focused mages can shove foes around, really powerful alteration mages can turn you into a newt).
Then it's just a matter of reading up on how you get them. Your base stats can use a pre-existing array, or you can buy them one at a time using a starting pool of stat currency. Feats cost feat points to buy, the book mentions how much, and you can scroll through the feat list to find out how much they cost and which ones are available. Boons and Banes are always available if you've got the stats, so you can search through them to figure out which ones you qualify for (or what you'd have to do to qualify for one you like).
There's a lot of fiddly bits I left out- for instance, using a Boon requires an appropriate Attribute check against a DC of 10 + 2 x Power Level. But you don't need to worry
that much about what that means, because it's easy to grasp the basic idea of "the stronger the power I'm trying to use, the more likely it'll fail." Similarly, there's off-bits like race and such, but they're not hard to grasp if you understand how the core of the game works.