I did not explain the post well enough. The point is not to dredge up examples of games that have used different faced dice, that's like dredging up who lost the world series in 1923. The point is the different probabilities inherent in the use of different die, and that if anyone has experimented with them. For example, consider the use of two six sided die. The results pattern of rolling them adding the products is symmetirical and regular.
So for the number on the left there are N possible combinations that will yield that result shown on the right.
number results
12 1
11 2
10 3
9 4
8 5
7 6
6 5
5 4
4 3
3 2
1 1
Graph it and you will have a nice regular curve.
On the other hand, if you use an 8 sided die and a four sided die and add the products, the numbers of sums possible is the same, but it yields an entirely different curve.
number results
12 1
11 2
10 3
9 4
8 4
7 4
6 4
5 4
4 3
3 2
2 1
Ok, now vary the number of the die faces more radically (20 and 4) or add THREE dissimilar dice and you get an even wilder pattern of possible results. Just in the example above the percentages of a "2" in the two six sidet is 2.7% while in the other it is 1/(4x8) or 3.1%. On the other hand the result of the sums 5 through 9 has an equal chance of coming up or 12.5%. If these specific numbers are tied, for example to a results chart, the results of 5 through 9 will occer with equal randomness, and so will the conditions implied by the chart. On the other hand if one was to construct the chart discontinuously, that is that the results of 5 through 9 referred to the same result with 12,11,10,2,3,4 each referring to discreet results we would have a much flatter table.
This is only the scratch on the surface. It becomes really interesting when dissimilar results are matched. For example, one side rolls on the 8/4 combination and the other on the 6/6 combination. If these are COMPARED,that is with one side having to beat the other, the same probability of result would be at the very ends (12,11,10,9,5,4,3,2) but in the center the 8/4 would be less likely to roll a 6, at 12.5% than the 6/6 at 13.8% (same for the 9) and 7 at the same 12.5% as opposed to the 6/6 at 16.6% Once again, vary the numbers on the faces of the and you get even more divergent results.
What is intriguing is the non-symmetrical outcomes should two sides be using different combinations of dice.
Even more intribuing is if the numbers on the die are discontinuous. For exampel, 1,2,3,4,5,6 on one 6 sided die and 0,3,5,6,9,9 on one six side for the other. Or, a combination of positive and negative numbers on different die (of whatever configuration!
Similarly, the use of truly a-symmetrical die, that is non regular solids. Now I understand that the physics will limit this to certain close restrictions, but it an be done. I have made such dice and tried to determine probability tables for them, but it became too exhausting (you try making 2,000 test rolls and writing them down).
But it's an interesting thought.
Another different die is the idea of throwing sticks. Assume that the sticks instead of numeric values have conditional results directly applied. For example three red faces up means the enemy unit is wiped out. Two red and one blue means your own is routed. Here again like asymmetrical die, the NUMBER of throwing sticks is open ended. You could have the above result with three sticks rolled, or with four five, or six or any number and if any three of the sticks rolled are red face up
the unit is eliminated. Likewise you can get hard maple trim in almost any shape from Home depot you could use small rectangles with each face a different color, and the number rolled that came up green, red or blue etc., determining what happened. Again working away from the numerical paradigm, you are moving towards the conditional.
Just as an aside, the Tarot card game involved not the numeric values of the cards but the interpreation of the pictures on the faces or the meanings in the guide as stated by each player in his own version and the choice of which version was taken up to the vote of the other players.