Rules that are new to CoC 7e, and the necessity thereof
After a pretty long gap in play I've returned to Call of Cthulhu, and am learning the 7th edition to run a Pulp campaign for my group. I'd had a brief acquaintance with it four years ago, running the scenario "The Lightless Beacon" at a local convention over the weekend. I had a blast, but wasn't able to translate that into running it for my players at the time.
Now, my experience previously was almost entirely with the 5th edition (5.6.1, to get super specific, which was to me the pinnacle of an elegant page layout that became a little visually crowded in the 6th edition. Anyway.), and while the mechanics are broadly the same, the ways to adjust rolls have given me some trouble. Gone are the positive and negative modifiers to the percentage roll, which I like because doing a lot of addition and subtraction on the fly can slow down play.
In its place are two mechanics that I feel are a bit redundant: Doubling the percentage for Easy tests, halving for Hard Tests, and fifth-ing it for Extreme. Given that the character sheet has space for halves and fifths, the math is already done so that's pretty elegant (although I suppose further fifth-ing it for an Extreme Success on a Hard or Extreme Test could complicate the math). But then we have Bonus and Penalty dice. Given that percentile dice already use two dice, I feel like assigning an additional, single die can confound speedy playing, especially as I'm not sure online die rollers allow for differentiated colors with dice.
As the books are quite good at labeling optional rules, but I don't recall seeing that for the bonus/penalty dice, I suppose this would fall more under a house rule, which brings me to my question: How do other Keepers handle the bonus/penalty dice? Do you keep it as written? Reject it wholesale? Or tweak it to keep the dice rolling easiser (i.e. doing a full re-roll a la advantage/disadvantage in DnD 5e)?