d16's are more or less readily available - it might be a worth looking into...
I actually tried 2d8's, but for once I actually think the linear distribution is better. So, I also thought about generated 1-16 using a d6 and d8:
d6 = 1-3 means +0, 4-6 means +8
d8 generates the rest.
But, I am not a fan of such systems in general....
Kinda why I'm interested in an exploding 12 variant, I'd like to know the math for that before I'd consider using it as a mechanic.
It works, but you end up with two "tiers" of results, the 1-11, and then the much less common 13-24. It also makes a result of 12 impossible unless the exploding roll is d12-1 (for +0 to +11). It is easier IMO just to do a roll of 12 always succeeds.
I also tried 2d6, allowing 6's to explode
once, for a result of 2-24. This works very well really when you look at the math behind it, and I might go this route if the d12 doesn't work. With this method, you can still get a 12 (for example, roll a 5, 6, and then a 1 on the exploding roll).
Either method will allow rolls above 12, so will work if the d12 capped at 12 is too big of an adjustment.