This is why my current design heartbreaker is coming up with a system where all rolls only exist to determine costs, and never themselves determine success or failure even of a single one-off action. The most elegant design I have is also sort of psychologically reversed compared to what decades of TTRPGs have established: when you initiate a course of action, the difficulty of what you're trying to do determines the number of dice you roll, your skill determines the threshold for 'complications', and you have to buy off complications with resources (or accept their consequences) in order to complete the course of action you initiated. But this means that the more dice you roll, the worse the situation is - so it's fighting against 'it feels good to roll a big handful of dice'. The alternatives I've come up with involve too much table-side math or manipulation of dice sets...