And for those curious as to why not just use daggers then to string together dat dps: DR. DR typically goes around low double digits, with 20 being pretty damn high. Each point of DR subtracts from the damage from each die, and if the DR is at least twice the amount of maximum damage an attack can do, it doesn't even do scratch damage (I.e. if your DR is 8, you won't feel a 1d4 at all, even if it comes in the form of 10d4) This is where berserkers and other nukers come into play, since they have the raw damage to bypass most of the DR, though a good tank will have something to help deal with that as well. And for rogues who now feel they've been gimped, fret not, there is still a way to do harm. As I've mentioned before, there are some logical weaknesses you can exploit; stabbing them in the unarmored bits for example (Though this can be hard to determine for those who chose skimpy aesthetic armor) otherwise known as crits. Critz ignore DR, and you're have a better chance to crit if you can attack 10 times over two times. Assassin rogues also gain the benefit of being able to do their entire attack average into one blow I.e. 10d4 will be calculated into one attack instead of ten separate weak ones. That's the mechanics anyways, the practice can be very different. There are also other factors that can change the way these things work, such as stabbing someone through the hand to lessen their dexterity (And thus agility). Or using momentum to put even more omph behind your hits, making speedy types capable of doing damage so long as they are speed. I'm making a guidelines, but we can still play it fast and loose.