It doesn't work in D&D, and it wouldn't work here...the latter attacks start getting too penalized, which means they're notably less likely to hit (and, independently, probably less likely to crit...certainly true in D&D).
The math works like this. Say, with my full base attack values, I'm 90% likely to hit the critter. When each attack is at the same value, then my average damage is a simple
NumAttacks * ChanceToHit * AverageDamPerHit == 5.4 * ADPH for a warrior, or 3.6 * ADPH for a mage.
But now let's say that each iterative attack reduces my chance to hit by 10%. Over 4 swings, I've got 90, 80, 70, and 60% chances to hit...so the mage's average damage would be 3 * ADPH. The warrior's 5th and 6th swings would be at 50 and 40% chances...so he drops from 5.4 * ADPH to less than 4 * ADPH. His advantage in damage per round, over the mage, has dropped from 50% to 33%.
Extra swings suffers a similar variability in its value. A 7th or 8th swing (base 6, 1 or 2 extra)...is pretty much just extra misses.
The math works like this. Say, with my full base attack values, I'm 90% likely to hit the critter. When each attack is at the same value, then my average damage is a simple
NumAttacks * ChanceToHit * AverageDamPerHit == 5.4 * ADPH for a warrior, or 3.6 * ADPH for a mage.
But now let's say that each iterative attack reduces my chance to hit by 10%. Over 4 swings, I've got 90, 80, 70, and 60% chances to hit...so the mage's average damage would be 3 * ADPH. The warrior's 5th and 6th swings would be at 50 and 40% chances...so he drops from 5.4 * ADPH to less than 4 * ADPH. His advantage in damage per round, over the mage, has dropped from 50% to 33%.
Extra swings suffers a similar variability in its value. A 7th or 8th swing (base 6, 1 or 2 extra)...is pretty much just extra misses.
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