When the outcome is risky, build a small pool of d6s and keep the highest.
There is no base die. You add one die for each category below that fits the fiction. Maximum: 4d6. Roll them all, keep the highest. If no category fits, you can't roll, describe a different move.
Your pirate's signature move might apply, read it and follow the rules. Every pirate has an advantage in certain situations.
Each playbook has a Weak Approach: its blind spot. When the fiction is driven by it (an Analyzing Adept trying to Unify a crowd, a Guardian trying to Innovate on the fly), build a dice pool from the other categories and roll with disadvantage: drop the highest die.
This preserves each playbook's distinct feel. You can still succeed at weak actions with a big pool, but the chance of a full success is lower.
The Analyzing Adept's Weak Approach is Unify. She tries to rally a frightened crowd behind her, a Unify action. She builds her pool from what else fits: ๐พ Panda Calm ยท ๐ช Momentum ยท ๐ค Ally helps: that's 3d6. She rolls [6, 4, 2].
Weak Approach means disadvantage: she drops the 6 and keeps the 4: success with trouble. The crowd follows, but her voice cracks and her rival smells blood.