Once I made a card based game, and there were two character options. One meant that Aces were high when trying to beat a DC (normally they were low). The other meant that you won ties, where normally you lost.
Probability-wise, these are identical. Both mean that you will succeed once out of 13 tries where you would otherwise fail. (You’re using a different deck than the GM, and reshuffle cards often.) But they feel very different. Aces being high feels more random and like a bigger difference, whereas winning ties feels like a small effect that is always reliably helping.
Ultimately, the difference in feel is much more important that what the math says. The whole point of having these die rolls (or card draws) is to create those feelings in your players. The dice and cards and probability math are just tools to help create an emotional experience.