So, a situation came up last night where a Villain disarmed a Hero. At the time, I simply had the Villain spend a raise to knock the Hero's rapier out of their hand (they were using a broadsword), and the Hero then spent a raise diving across the deck of the ship to recover it.
While it resulted in a cinematic fight (the characters ended up swapping weapons and then the Hero spent a raise and a Hero Point to disarm the Villain and catch the sword in their empty hand), it seemed too "easy" to disarm an opponent simply by spending a raise.
I did think about making it able to be countered by spending the same number of raises as were spent in the disarm attempt (a bit like soaking wounds), but then it could result in someone choosing to allow themselves to be disarmed on the basis that they can then spend a single raise to pick up the weapon off the deck - I guess multiple raises spent in the attempt might mean the weapon goes further and requires additional raises to recover, but that seems contrived..
I also though it might require a raise and a Hero/Danger Point, but that seems expensive for a momentary advantage that the disarming character might not be able to take advantage of (they would need significantly more raises than the target to make it worthwhile -on the other hand, having more raises then your opponent might make it worth while if you can disarm them and then take advantage of the fact that they don't have a weapon...)
How are other people handling disarming?