[MENTION=6775031]Saelorn[/MENTION] True, but if that is a concern you can replace the d20 with 3d6 (or something like that). Probabilities around the average can be achieved without a dice pool no?
Over the past year I've run 4 systems, each of which uses a different dice engine:
4e D&D - uses d20 + adds
Burning Wheel - uses a dice pool as you have defined it in this thread - roll d6, count successes (generally 4+), try to meet a target number (the typical pool consists of skill/attribute plus situational modifiers)
Classic Traveller - mostly uses 2d6 + adds
Marvel Heroic/Cortex Fantasy - uses a fist-full of dice put together like a classic dice pool (one from each pertinent attribute/trait), but only a limited number (by default, 2) are added together to get the result, and a third die generates the degree of effect (eg damage or augment) based solely on its size, not its result
Some of the differences I have noticed:
In 4e, auto-success becomes possible, especially for higher level PCs.
In BW, failure is always a possibility because no matter how many dice you roll, they might all come up 3 or less. Surprising failures are more common than in 4e (making it a grittier system). Another reason failure is more common is because buffs don't scale as quickly as penalties (adding a die adds, on average, half-a-sucess; whereas adding 1 to the target number requires an extra success) - the system leverages this, and the failures it leads to when challenges are hard, to produce a dramatic cycle that is quite different from D&D (it is hard, in a "linear" system like d20, to both (i) make success
possible, yet (ii) make it really quite unlikely).
In Traveller, the 2d6 has a "smoothing"/averaging effect compared to (say) rolling a d10. Also, because skill bonuses tend to be fairly low (due to the vagaries of the PC generation system, even a +3 is rather unusual), the "flattening" is exaggerated, making higher difficulties harder to reach. Traveller, to me at least, feels closer to BW than to D&D, and I think the dice mechanics are part of that.
MHRP, at least in my experiences, produces the most "stylised" results, which normally are contained in a relatively narrow range of effects. Adding an extra die increase the range of results to choose from, but doesn't directly boost the result; that is achieved via a different dimension of the game, namely, spending "plot points".