What I'm saying is there's always a way to make something random not as random.
For example, in my current game, accuracy% is actually not random.
The way it works is it will readjust itself based on the shots fired in the encounter:
Here would be a sequence assuming the unit has a 70% accuracy:
Hit (100%) 1/1 (too high, next is a miss)
Miss (50%) 1/2 (too low, next is a hit)
Hit (66%) 2/3 (too low, next is a hit)
Hit (75%) 3/4 (too high, next is a miss)
Miss (60%) 3/5 (too low, next is a hit)
Hit (66%) 4/6 (too low, next is a hit)
Hit (71%) 5/7 (too high, next is a miss)
Miss (63%) 5/8 (too low, next is a hit)
Hit (66%) 6/9 (too low, next is a hit)
Hit (70%) 7/10 (pitch perfect, above 50% accuracy, therefore, start with a hit)
Hit (73%) 8/11 (too high, next is a miss)
Thus, you'd be able to expect this unit to behave exactly like this everytime its a new encounter. This works quite well in my game because fights are triggered at the end of a turn, and last for a set number of rounds. As you can see, accuracy here would play a role, just not a random one. And it would be hard to say that a 10 damage 70% accuracy unit is worst than a 9 damage 80% accuracy until checking the exact firing sequence, and the opposing unit's hp (in some cases, it could kill it more quickly, or later).
Essentially, there's probably a way for you to do the same with your damage: keeping a range doesn't mean it needs to be random.
You could have a 8-11 dmg attack that always cycles through its loop (8-11-9-10) or start each loop with a random number from the list, and then proceed with the others. A lot of RPGs actually do this so that the player doesn't feel overly cheated by bad streaks, or gets away too easily with a bossfight by a sudden streak of luck. The upside here is that you insure that the odds of chances are diminished: the player will receive a short-term streak that is within the normal curve.
If you DO want to go with randomness, you need to have a good reason for it. Playing with the surprise must thrump the strategic aspect of your combat. I'd say that, more often than not, its better to include an external factor (morale for example, that could affect accuracy as per listed above) which adds an out-of-combat element you need to take care of to acquire an in-combat advantage (keeping troops well fed will give you a better chance in the fight).
In warfare, there isn't much luck. There's things you did not account for (the sunlight reflecting on a nearby rock giving you a tough time to target your opponent from this angle) but none of this should be entirely unpredictable (well perhaps aside from a sudden current of wind, but this really only affects long-ranged rifle shots).