Dice are weird. I remember a Star Wars d6-session where I GM'd both the gunners of the transport the players were on, and the TIE-fighter pilots in pursuit - each of course in the sequence of their initiative rolls. The force really wasn't with them on that one, because the wild dice that decides criticals, extra-damage or failures gave them 1s anytime one of the Imperials tried to hit, while the players' allies had normal rolls. Half the fighters downed themselves. The p&p version of Karmic Dice would probably be having a list of randomly generated and then edited numbers and crossing them off, but I always liked to think the dice know what they're doing. For me, Karmic Dice never worked either.