Grabbing the Object

TG13 amendment to B370 Grabbing rules, subs B400 Striking At Weapons reach/bulk penalties (3/4/5) for a static -4.
Requires stepping in to close combat with the weapon to do so (obviously situations which increase grappling reach like Committed Attack (Long) would be intended as an exception)
Special situations:
*-2 if weapon already grappled you
*full skill (no SAW penalty) if adding a hand to "your own weapon"
Note: TG39 Retain Weapon technique can be used to attack to improve CP on weapons per TG12
"recover Grip CP on your weapon" phrasing there also denotes OWNERSHIP of a weapon.
This presumably implies "gripping the handle".
TG12's Armed Grappling mentions CP as a tool when there's "disagreement as to who is the proper owner,"
"taken away" is the state when CP go BELOW zero.
End of 12 establishes a ready is required to "wield" a weapon after it's "taken away".
This makes sense for single-handle weapons (ie it is rare and requiring chainmail DR gloves to grapple a sword's blade and mordhau attack with the pommel) but is a more confusing concept for weapons which could be gripped in many places, such as a bo staff, where there isn't really any "obvious point of ownership" distinguished by someone attaining a grip on it.
For that reason, the requirement to reduce CP to any amount seems wrong. It should be possible for two foes to both be holding a weapon in a way they could attack with it (at least with a bo staff) but with their CP interfering with each other.
Gimme That! rules work well that way without actually requiring dropping to gain control. 
The outcome of take a Ready maneuver to wield it yourself should be something possible, just not with a ready: per TG12 it should require an "attack" to establish "grip CP". Just treat it as all the CP, but adapt the Cutting Weapons guideline: you suffer active control penalties per the opponent's grapple.
Example:
*fighter A has 10 grip CP on his weapon
*fighter B grapples weapon for 10 CP.
*now they're both -5 to ST when using that weapon. If they have ST 10, they're also -5 to DX with that weapon.
"Take a Ready" is assumed to boost 0 CP to max CP on a weapon when unopposed. The basic-set gideline of using a DX roll to ready in close combat is probably replaced by the "just attack your weapon" guideline of incrementing controls.
The distinction here is that "grabbing weapon in a useful place to stop my foe" isn't necessarily "grabbing weapon in a useful place to wield the weapon". For those cases (ie grabbing the blade of a sword, and wanting to switch to grab the handle) you could treat that as separate grapples. Ie Shift Grip. Maybe like the barrel is a "limb" and the handle is an "extremity", but allow CP to be spent to reduce hit location penalties.
In the case of weapons usable at any grip, that shouldn't be necessary but might have you holding the weapon in a place you don't want to be (example: if you grappled the middle hex a reach 3 staff occupies, you can't wield it at reach 3 without shifting your grip) 
Don’t Shoot Yourself! covers the situation of attacking w/ a weapon without having "taken away" it, without it being "your own weapon" yet (per 1st foe dropping it and you readying it)
Since it is a quick contest, CP can be spend here to "reorient" weapon.
Since it results in "unready" this is actually an alternative to reduce grip CP on a weapon, since "unready" means CP is less than minimum CP (1/2 ST for 1H, full ST for 2H)
*this is actually a severe problem in TG: in basic set having ST merely 1 point below just meant a -1 penalty to hit with it, NOT being unready, TG is BRUTAL in this regard. It would be more balanced to double maximum grip CP (2x trained ST not 1x trained ST) and instead of a hard cap, use a soft cap like "treat each CP below requirement as active control by external force".
Example of current rules: 1H weapon requiring ST 11 to wield requires 5 CP (rounds down) to keep ready. Trained ST of 1 hand is STx0.5. ST 10 person has trained ST 5 per hand, max CP 5. Per TG rules it would be 'always unready', basically "unreadyable"
But if you doubled the max, ST 10 person could have max CP of 10 per hand. If you treat each CP lacking as -1 to DX then that'd fit the -1 at ST 9, -2 at ST 8, and so on.
GETTING back, per "the only way to ready it is for the wielder to win the Quick Contest above."
You could look at 1 success as "unoriented", it is not oriented for EITHER wielder.
But consider BOTH to "wield" it, and thus a contest from that point could orient it in EITHER direction, at which point the winner is the new owner.
Problem is though that some orientations depend on which part of weapon you hit with. Being "oriented to stab opponent" with a spear mean youre "not oriented to hit with butt"
"Attack him with it" works very much like Special Cases: Cutting Weapons
*the highest of grappling/weapon skill is penalized by wielder's active control
**as opposed to cutting skill being penalized by non-wielder's active control
"dodge or parry, penalized as well for control inflicted by your grapple" is obviously referring to REFERRED control since grappling the weapon counts like grappling the hand, and you obviously could not use a weapon to attack the hand wielding it (common sense, not RAW)
Category:Rules