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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, which helps balance this out when compared to characters that have spell slots or points.
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.
===== Zero level characters ===== I have long been a fan of zero level characters, which allows you to role-play the character's beginning as an adventurer. For example, they might be in trouble and call upon some powerful entity to save them, gaining Warlock abilities. Or they might prove themselves in battle enough to become a knight. It allows the player to play the transition from a normal being into the hero they aspire to.
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.
===== The Funnel ===== Along with randomized character generation, playing several zero-level characters and keeping the one that survives seems like a cool idea at first, but there are some real problems with this.
First is that, just like with randomized creation, there is no way to ensure that the player gets a character that they like. Even if the randomization process makes one they do like enough to play long term, there's not much hope that that one lives past the funnel.
And secondly, unless they are an experienced player, having them run more than one character is too demanding for many players.
===== 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.