Erm, I don't think Baldur's Gate 2 and Throne of Bhaal were action, nor hack-n-slash. In fact, they were one of the best cRPG's evah...and based from pnp RPG, no? (I dropped out after Unearthed Aracana, so I don't know about the special attacks in later AD&D)
Greater Whirlwind Attack
Classes: Fighter, Paladin, Ranger, Barbarian, Monk
Requires: Whirlwind Attack
A more powerful version of the Whirlwind Attack, Greater Whirlwind Attack gives the fighter the same bonuses without penalties. Their number of attacks per round are set to 10 for 1 round.
Whirlwind Attack
Classes: Fighter, Paladin, Ranger, Barbarian, Monk, Swashbuckler
This ability allows the warrior to unleash a flurry of super-fast blows. The ability sets one's number of attacks per round to 10 but one's THAC0 and damage suffer a -4 penalty. The whirlwind attack lasts for one round.
Those are D&D maneuvers that are designed to make fighters feel less useless than your average spell caster. These things really should stay where they are.
This argument should be based on real life multiple attack routines not stolen from another game.
I don't see much reason to add something to the game that doesn't make a whole lot of sense in a combat situation. I would imagine that if you were capable pf hitting some one hard enough to damage another person next to him your weapon would lodge itself in that person's body or bounce right back in the direction it came from. That is if the target didn't absorb all of the energy of the swing.