But some breaks are the result of intentional actions in combat using weapons designed to break other weapons. In my game this would cover larger members of the axe family—the military axe, battle axe and halberd as well as the two-handed sword.
The mechanic would be the same as the disarm mechanic of the previous post, with these differences/exceptions:
The base to break a weapon is 16 (as opposed to the 11 of disarm).
Only average to large axes and the two-handed sword can be used to break a weapon.
Only wooden hafted weapons can be targeted. (Metal weapons would break on random rolls. In other words, you can't use that battle axe to slice the other guy's dagger in two, but dagger blades are still pretty vulnerable to being chipped or even snapped off during a turn of furious combat.)
The two-handed sword gets a +4 modifier. (As I understand it, one of its main uses in Renaissance combat was in breaking up pike formations by lopping the heads off of the pikes.)
Defending with a two-handed weapon gets no modifier.