Here's a suggested solution to the weird dice dilemma given by Neuronphaser on
rpg.net:
"this game -- should it require funky dice -- screams for 1 of 2 possibilities:
1. Box set. Blam! Done. Include the funky dice and some bits (minis, tokens, a mood ring, whatever) and you sell a bunch.
2. Smart layout/graphic design folks that have a random number generator included in the book(s). I can't recall the game (I believe it was a pretty indy game, but I could be way off base on that one), but it had a random number on every page of the book that fell within the range of the dice used for the game. You could literally not use dice, and just close your eyes, flip around the book, and generate an appropriate number. Not exactly ideal, but it IS one solution. Other ideas might be a random chart for each funky die in the book, and you could use playing cards or some other thing to generate the funky numbers so that the percentages aren't all messed up (i.e. a 1d7 actually has a 1-in-7 chance of "rolling" each number)."
I like idea two a lot. If a GM could simply flip to a page and see results (maybe as a footer) for most of the (really) weird dice I think that would help overcome the weird dice argument.