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Here's my thoughts on the notable features of Dungeon Crawl Classics (DCC).
The Good
===== Spell Check Rolls ===== Having an alternative to Vancian spell slots is a good idea. You have spells you know, and you roll a D20 test. If it succeeds you look up the result in the spell's description. The better the roll, the cooler the result, which is a nice idea but makes the spell descriptions larger than seems wise. And a roll that is too poor can result in that spell not being available until the next day or a long rest has been taken.
I think something like this, properly modified, could be a good choice for a type of magic that a character could have as an option; alongside 5e Warlock Pact Slots, 5e Wizard-like Vancian slots, and Sorcery/Spell/Mana points.
The Bad
===== Too many dice ===== The idea of moving dice size up and down seems pretty cool, but many players already have a hard time selecting the right die from the standard D&D dice set. Confusing a D10 and a D12 happens all the time in my experience. Adding a D16, D24, or a D30 has got to cause more confusion, slowing down the game as players have to more carefully search through their dice to find the correct one.
===== Randomizing Character Creation ===== This is probably fine for experienced players who know their game inside out, but for newer players it just means they won't get to play what they desire. That means they won't learn it as well, nor will they enjoy it as much when their character isn't the one they were envisioning.
===== Classes ===== First, mixing classes and races together is just dumb. It is very racist to assume that all members of a race are the same.
Second, classes are too limiting. I've written about this before, and that is the heart of the reason why I am even exploring alternative systems and desiring to create my own system. But the short explanation is that no finite set of classes can encompass all the character ideas that players might want, which leads to endless homebrewing.