@Dex: What do you mean by "plays more modern"?
It has the feel (experience, attitude) of AD&D (1970's) but uses more of 3.0 edition style mechanics.
The GM (called the Judge) is clearly in control, unlike later editions of D&D (4th) where it is really player focused. Character death can happen at any time, magic is really wild - every spell has a page of rules, mostly a table that has increasing powerfulness the higher the spell check roll. Wizards can 'burn (use) their physical ability score points up to make their spells more powerful (raise the result on the table). Some spells are ridiculously dangerous at high roll results.
If they fail the roll they lose the spell for the day, or if they fumble the roll, even worse things can happen including permanent disfigurement. Ability points lost to spellburn return 1 point a day, to the ability score of the wizard's choosing. So if the fight is not the final climax of the adventure, the wizard could be in BIG trouble if he has to continue the fight.
Warriors can perform 'mighty deeds of arms' along with their attack. They can do things like try to trip the enemy, gouge out an eye, push them backward, disarm them. Deeds must be declared before the roll, if the attack hits and the deed die roll is 3+, the deed is successful. Degree of success depends on the total amount on the deed die roll - this die starts as a d3 and increases each level. The higher the roll, the more severe the success. If a warrior in DCC isn't doing a deed each round, he is playing wrong!
Clerics serve a god and can heal etc more or less effectively based on the degree of difference between alignment of the healer and the wounded. Failed cure spell checks result in disfavor with the deity. It makes it harder to succeed and can result in loss of powers until a quest or duty is completed.