Someone gave a half way decent reason why their shouldn't be an immunity timer on disarm. So what about something like this. Sort of setup like the immunity on concussion blow now, where it becomes less effective over time.
A slight bonus is given to a melee/wrestling char with 120 skill, less to an archer (wouldn't be as adept at securing their weapon), and then a very very slight decrease to a mage weapon (since it isn't real melee skill)
Something like this:
Melee/Wrestle char:
100% disarm chance after dci check on first try
75% disarm chance after dci check on second
50% disarm chance after dci check on 3rd
25% disarm chance after dci check on 4th
25% disarm chance after dci check on 5th
25% disarm chance after dci check on 6th
(for sake of argument, cap this at 25% diminshed, say for if someones about to die, and their last hope is to cross their fingers and land a lucky disarm.
Archer:
100% disarm chance after dci check on first try
85% disarm chance after dci check on second
60% disarm chance after dci check on 3rd
45% disarm chance after dci check on 4th
45% disarm chance after dci check on 5th
45% disarm chance after dci check on 6th
Mage Weapon/non fighting skill:
100% disarm chance after dci check on first try
90% disarm chance after dci check on second
80% disarm chance after dci check on 3rd
70% disarm chance after dci check on 4th
70% disarm chance after dci check on 5th
70% disarm chance after dci check on 6th
It would never get to a point where you couldn't theoretically still chain disarm, but it would be much more difficult. This means, if you were chain disarming, and your chance was diminished, there still would be a chance for you to disarm your opponent in a dire situation where you needed to.