In Fiasco, dice are used for several different things. During the actual play, they are used to signify whether or not a scene ends well or poorly for the character based on the die colour. For each player present, 2 white and 2 black dice are added to the communal dice pool. As a scene plays out, a single die is picked from the pool, where white is good and black is bad. The last die is 'wild', meaning it can signify any outcome.
Often, all dice of a particular colour will be expended before the end, which means all remaining scenes will either end well, or poorly. Needless to say, knowing how the scene ends before it even begins takes a lot of drama out of the game. It also ruins the whole point of resolution control: choosing between framing the scene and letting other players pick its ending, or allowing them to set it up and picking its resolution.
While it's possible to keep an eye out on the expenditure of dice in an attempt to keep it even, this introduces further constraints. Why is there this mechanic? The only reason I can think of is pacing.