Disarming

MA70 / TG 36
GURPS Martial Arts: Technical Grappling models a Ready as establishing full Control Points on a weapon, which might be reduced by an opponent.
==Grip tightness and fatigue==
https://www.youtube.com/watch?v=ixyEjSXAJ5U&t=7m30s discusses an old manual which mentions keeping a loose grasp on a mace to avoid getting tired out. This makes sense, nobody's going to be squeezing a weapon as tightly a possible all the time.
Probably what should happen is, like how TG discusses attacking your weapon, doing things with the weapon should risk (or even guarantee) loss of control points on the weapon, and then you should have to attack the weapon to secure its grip now and then.
Regularly needing to spend an attack on your weapon to maintain maximal grip could fatigue you better through assigning Action Points costs to doing so. People who effortlessly keep their grip are succeeding by more than 10 points and getting to do so for free. This would also help represent the fatiguing aspect of taking steps.
That, or perhaps take attack penalties which incorporate attacking your weapon's grip and your opponent at the same time so you don't lose anything.
==See also==
*Disarming Block
*Disarming Parry
*Fast-Draw Opponent’s Weapon
*Grand Disarm
*Grand Unified Beat Theory
*Instant Disarm
**Instant Arsenal Disarm
*Only to disarm, not break
**GURPS Sorcery: Protection and Warning Spells unifies the Gun Fu one-sided ST resist with the basic rules, replacing the quick contest process.
*Ranged Disarm
*Retain Weapon
==Links==
https://noschoolgrognard.blogspot.ca/2015/10/technical-grappling-how-does-disarm-work.html
Category:Techniques