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dice rolling
One key in a couple of my designs allows the dice to have a limited effect by having the percentage of the total they affect be somewhat small.
For example, comparing the strength of two sides, A and B, assuming that ties are rerolled (for this example only), with side A being twice as strong as side B, you have a range of possibilities, all depending on how you set up the strengths (or base values).
On the low end, where there
You mentioned Axis & Allies and Shogun, earlier. Are you familiar with another MB game released in the series in 1984, Broadsides and Boarding Parties? I have never played it and am waiting for a time I can get it on eBay for less then $80. I too have been kicking around a pirate game idea. (I have a fondness of the whole pirate thing.) But my game has yet to congeal because I have been working on another game. I suspect I would possibly do a card game. I realise that 7th Sea is a CCG with a sort of pirate theme, but mine would be more historical and NOT a CCG!!!
I think using combat cards to determine the outcome could add some suprise to a game and make combat less of a "sure thing." :-D Nothing is worse in a game then "Risk"-esque combat where you simply amass troups and anihilate your opponent. If you chose to do dice rolling for combat you could also have things in play (such as AH
.Serenissima offers a combat system that