Quote:
Originally Posted by Anthony
I would be more impressed by that rule if it weren't total nonsense. Unless you've got a hook on your weapon and your opponent has something to hook on to, disarms are generally going to be at or near grappling range.
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Which is probably why the armed grapple and opposed ST-check approach is far more likely to work.
For making a weapon unready (as on a tie, or if the defender wins the opposed skill check by 1 or 2), then a disarm like that could represent one spearman raking the other spearman's weapon down to force it into an unready position, a swordsman beating aside an opponent's pike, or so on.
We might call it a "beat" in real-life, even though in GURPS terms the Disarm rules might fit a little better than the Beat rules.