In 2002, Wizards of the Coast put out Star Wars: The Trading Card Game designed by Richard Garfield.
As Richard modeled the game after a miniatures game, it made use of many six-sided dice. In combat, cards’ damage was designated by how many six-sided dice they rolled. Wizards chose to stop producing the game due to poor sales. One of the contributing factors given through market research was that gamers seem to dislike six-sided dice in their trading card game.
Here’s the kicker. When you dug deeper into the comments they equated dice with “lack of skill.” But the game rolled huge amounts of dice. That greatly increased the consistency. (What I mean by this is that if you rolled a million dice, your chance of averaging 3.5 is much higher than if you rolled ten.) Players, though, equated lots of dice rolling with the game being “more random” even though that contradicts the actual math.
Mark Rosewater, Kind Acts of Randomness
David Wong, The 5 Ugly Lessons Hiding in Every Superhero Movie