It looks like you're new here. If you want to get involved, click one of these buttons!

- 42.1K All Categories
- 583 News and Announcements
- 56 News
- 527 Archived News
- 1.1K Welcome Area
- 524 New Members Welcome Area
- 365 Site Resources
- 17.1K Discussions
- 205 Planescape: Torment: Enhanced Edition
- 1.4K Icewind Dale: Enhanced Edition
- 2.6K Baldur's Gate: Enhanced Edition
- 1.6K Baldur's Gate: Siege of Dragonspear
- 4.6K Baldur's Gate II: Enhanced Edition
- 21 UI Discussion and Workshop
- 5.8K General Discussion (Spoiler Warning!)
- 977 New Players (NO SPOILERS!)
- 373 Challenges and Playthroughs
- 794 Multiplayer
- 4K Modding
- 2.6K General Modding
- 108 UI Modding
- 24 PST:EE Mods
- 411 BG:EE Mods
- 802 BGII:EE Mods
- 106 IWD:EE Mods
- 2.8K Support (Spoiler Warning!)
- 1.6K Troubleshooting
- 22 Beamdog Client
- 4 Text errors and typos
- 1.2K Feature Requests
- 3K Other
- 2.6K Off-Topic
- 345 Fan Creations
- 16.8K The Archives
- 6.8K Archive (General Discussion)
- 1.7K Archive (Feature Requests)
- 8.3K Archive (Support)
- 434 BG:EE Bugs (v1.3)
- 613 BGII:EE Bugs (v1.3.2064)
- 323 IWD:EE Bugs (v1.4.0)
- 907 Deutsch
- 61 Offizielle Ankündigungen
- 2 Planescape: Torment: Enhanced Edition (Deutsch)
- 92 Icewind Dale: Enhanced Edition
- 97 Baldur's Gate: Enhanced Edition
- 16 Baldur's Gate: Siege of Dragonspear
- 29 Baldur's Gate II: Enhanced Edition
- 22 Modding
- 573 Off Topic
- 1.3K Italiano
- 45 Annunci Ufficiali
- 4 Planescape: Torment: Enhanced Edition (Italiano)
- 50 Icewind Dale: Enhanced Edition
- 256 Baldur's Gate: Enhanced Edition
- 22 Baldur's Gate: Siege of Dragonspear
- 227 Baldur's Gate II: Enhanced Edition
- 77 Modding
- 605 Off Topic
- 584 French
- 315 Discussions Générales
- Planescape: Torment: Enhanced Edition (French)
- 13 Icewind Dale: Enhanced Edition
- 222 Baldur's Gate: Enhanced Edition
- 15 Baldur's Gate: Siege of Dragonspear
- 19 Baldur's Gate II: Enhanced Edition
- 1.3K Other Languages
- 220 Español
- 88 Português
- 452 Polski
- 115 Pусский
- 7 Svenskt
- 30 Dansk
- 147 čeština
- 56 Türkçe
- 6 Українська
- 94 한글
- 33 日本語
- 39 中文
- 3 Română
- 1 Ελληνικά
- 337 Volunteering
- 128 General
- 10 Polish Team
- 12 Italian Team
- 142 German Team
- 119 Strings
- 35 French Team
- 7 Turkish Team
- 3 Greek Team

Planescape: Torment: Enhanced Edition has been released! Visit www.planescape.com to purchase and check for details. Planescape: Torment: Enhanced Edition Official Soundtrack is available.

Soundtracks for BG:EE, SoD, BG2:EE, IWD:EE are now available in the Beamdog store.

Attention, new and old users! Please read the new rules of conduct for the forums, and we hope you enjoy your stay!

kaffekoppen
Member Posts: **377**

I've just imported my F/T from BG1. In BG1, it explicitly states that you get 8 HP per level (plus con bonuses). Now in BG2 it says that you gain 10 HP per level. I thought the system was supposed to be the same in the two new EE versions, but it seems this is not the case.

However, I tried rolling up a new F/T in BG2 with maximized hit points and 19 con. At level 6/7 he has 83 HP. That matches 6 * 8 + 7 * 5, which just happens to be the same exact thing BG1:EE does (the fighter levels give 8 and the thief levels give 5, at 19-20 con). So perhaps the system is in fact the same and BG2:EE simply displays the wrong HP/level.

However, I tried rolling up a new F/T in BG2 with maximized hit points and 19 con. At level 6/7 he has 83 HP. That matches 6 * 8 + 7 * 5, which just happens to be the same exact thing BG1:EE does (the fighter levels give 8 and the thief levels give 5, at 19-20 con). So perhaps the system is in fact the same and BG2:EE simply displays the wrong HP/level.

2016 Overhaul Games, a division of Beamdog. © 2016 Hasbro,
Inc. All Rights Reserved. Baldur's Gate, Dungeons & Dragons,
D&D, Forgotten Realms, Balder's Gate, Wizards of the
Coast and their logos are trademarks of Wizards of the Coast LLC
in the U.S.A. and other countries, and are used with permission.
Hasbro and its logo are trademarks of Hasbro, Inc. and are used
with permission. © 1998 BioWare Corp. All Rights Reserved.
BioWare, the BioWare Infinity Engine and the BioWare logo are
trademarks of Bioware Corp. Black Isle Studios and the Black Isle
Studios logo are trademarks of Interplay Entertainment Corp.
Atari and the Atari logo are trademarks owned by Atari
Interactive, Inc. All other trademarks are the property of their
respective owners.

## Comments

3,247309Leveling class HP roll + Con divided on 2 = X

So for every Fighter level you should get something like 10+5/2= 7.5

And for every thief 6+3/2= 4.5

7.5x6= 45

4.5x7= 32.5

Total 72.5.. unless you're Dual Classed.. which is an entirely different matter lol.

3Fighter -> (10/2)+(5/2) = 5+3 = 8 per level

Not sure why Thief would be giving 5 per level at max though. Thief is d6 and Con bonuses for non-warriors is supposed to cut-off at +2 per level, so I'd expect it to be 4 per level.

309I just remembered that thieves gain no hp beyond 16 Con.. which is +3 for warrior classes and just +2 for thieves - which is where i had a blip.

15,448377fighter HP = 10/2 + round up(con bonus / 2) = 5 + 3 = 8

thief HP = 6/2 + round up but max 2(con bonus / 2) = 3 + 2 = 5

I guess that would explain it. Still, the number that's being displayed on the character sheet for hit points per level makes very little sense.

EDIT: Nope, suddenly I got 6 HP from a thief level for the very first time in the 10 thief levels I have. I wonder why such a simple thing as player HP was made so convoluted.

2,773It actually looks like this:

HP = (d10 * Fighter level)/2 + (d6 * Thief level)/2 + (CON Bonus * Fighter level) + ((1/2 CON bonus, round down) * (Thief level - Fighter level)).

3822,046382Anyways, I ran some quick tests, the results are:

18con f(1)m(1)c(1) > f(1)m(1)

c(2)HP gained: 318con f(1)m(1)c(2) >

f(2)m(1)c(2) HP gained: 418con f(2)m(1)c(2) > f(2)

m(2)c(2) HP gained: 318con f(1)m(1)t(1) > f(1)m(1)

t(2)HP gained: 318con f(1)m(1)t(2) >

f(2)m(1)t(2) HP gained: 418con f(2)m(1)t(2) > f(2)

m(2)t(3)HP gained: 6Could anyone explain what's the equation behind each of them?

Many thanks.

1,983The basic equation is ([max of class hit die] + [con bonus]) / [number of classes]. Let's see how that rounds.

18con f(1)m(1)c(1) > f(1)m(1)c(2) HP gained: 3

Max class hit die: 8 (clerics get d8)

Con bonus: 4

Number of classes: 3

Equation: (8 + 4)/3 = 4

Well that can't be it. Interesting. Let's try rounding the 8 and the 4 individually.

8/3 = 2 2/3, rounded down is 2

4/3 = 1 1/3, rounded down is 1

Individually-rounded equation: 2 + 1 = 3

That checks out. Let's see if it works for the others.

18con f(1)m(1)c(2) > f(2)m(1)c(2) HP gained: 4

Max class hit die: 10 (fighters get d10)

Con bonus: 4

Number of classes: 3

For convenience, I'm going to denote our individually-rounded-down terms with curly braces {}.

Equation: {10/3} + {4/3} = 3 + 1 = 4

Still good.

18con f(2)m(1)c(2) > f(2)m(2)c(2) HP gained: 3

Max class hit die: 4 (mages get d4)

Con bonus: 4

Number of classes: 3

Equation: {4/3} + {4/3} = 1 + 1 = 2

Well bother. That's not right. In fact, that's really not right. That's even more than (4 + 4)/3 = 2 and change. One of the fractions must carry over instead of being simply dropped in the rounding. It looks like it's the fractional Con bonus, because otherwise there'd be an extra hit point on the fighter level. It's definitely not both of them, or there'd be several more hit points.

So, it looks like the hit die is rolled (or taken as max, as per the current standard), divided by 3, and rounded down. The Con bonus, meanwhile, appears to be divided by 3, and then the fractional component is stored and added in once a full point accumulates. This is our current theory, based on the data. Let's see if it survives more data analysis.

18con f(1)m(1)t(1) > f(1)m(1)t(2) HP gained: 3

Max class hit die: 6 (thieves get d6)

Con bonus: 4

Number of classes: 3

Equation: {6/3} + {4/3} = 2 + 1 = 3

Good so far.

18con f(1)m(1)t(2) > f(2)m(1)t(2) HP gained: 4

Max class hit die: 10

Con bonus: 4

Number of classes: 3

Equation: {10/3} + {4/3} = 3 + 1 = 4

Cool.

18con f(2)m(1)t(2) > f(2)m(2)t(3) HP gained: 6

This one's weird, because there are two level ups. Unfortunately, grouping them together doesn't change the expected result, so we can't be sure which of the following is used. This one:

Max class hit die: 6 + 4 = 10

Con bonus: 4 + 4 = 8

Number of classes: 3

Equation: {10/3} + {8/3} + fractional Con bonus from earlier = 6

or these two:

Max class hit die: 6

Con bonus: 4

Number of classes: 3

Equation: {6/3} + {4/3} + fractional Con bonus from earlier = 4

Max class hit die: 4

Con bonus: 4

Number of classes: 3

Equation: {4/3} + {4/3} + fractional Con bonus from earlier = 2

And then just 4 + 2 = 6. My guess is it's the two operations done separately, but I'm not sure without further testing.

So we can be pretty sure based on these data that the die roll rounds down, and that the Con bonus doesn't round (instead accumulating in the background) and is applied in full to each class for fighter multies. We're not yet certain what happens when two level-ups occur simultaneously, but they're probably just happening immediately in sequence.

382Thanks Jarrakul, for the research, but I highly doubt that'd be the case,since Con bonus is not the same between fighters and thief, mage, cleric, plus from what I read from various sources, I'm fairly sure that Con bonus is a round up.

This is more complicated that I thought, better wait someone who's willing to share the knowledge.

1,983Also, note that Con bonus rounding up is inconsistent with your data.

18con f(1)m(1)c(2) > f(2)m(1)c(2) HP gained: 4

Max class hit die: 10 (fighters get d10)

Con bonus: 4

Number of classes: 3

Individually-rounded-up terms will be put in square brackets [].

Equation: {10/3} + [4/3] = 3 + 2 = 5

I imagine the floating fractional Con bonus is the source of the apparently-incorrect impression that Con bonuses round up.

382Can you post your mage/thief tests result for the first few levels?

Here's sigma_1932's post from gamefaqs:

“

Multi-classed characters are supposed to have their HP averaged among their classes... so a triple-class would get 1/3 the die roll at any level up, and a double-class would get 1/2. The HP bonus from high CON is also divided by number of classes, with each part being awarded as its respective class goes up in level (fractions rounded down, last level going up gets the "rest" of the bonus, picking up the dropped fractions)... Also, in a case such as this where one of the classes gets the higher "warrior" HP bonus from high CON, then only the higher bonus is used (i.e. in this case, with 18 CON, the +4 value is used across the board as what's divided at level-ups).

"So, The cleric part would be correct... 8/2(die roll) + 4/2(CON bonus) = 4 + 2 = 6

However, the Fighter portion would not... 10/2(die roll) + 4-2("rest" of CON bonus) = 5 + 2 = 7, but you're getting 8.

You're sure you have a CON of 18, and didn't somehow have it boosted to 19? That would make the 8 for Fighter levels correct, since you'd be gaining a total of 5 HP from high-CON, 2 at the Cleric level (which would be gained first due to the smaller XP table), and then the "rest" (i.e. 3 points) at the Fighter level... half the hit die for warriors would be 5, and adding the other 3 points from CON would give 8.

Of course, all this doesn't mean they coded it to work correctly in-game, and it wouldn't be the only thing they goofed.

But I never understand what s/he means, specially for the "rest" part

1,8221) Base HPs are added separately for each class. The amount of HPs given for each level gained is die roll / number of classes. Any fractions are rounded down, except that there's always a minimum value of 1. Those rounded down fractions are permanently lost, i.e. each level-up is done independently of the last for base HPs.

2) Constitution bonuses are not done separately by class, but as a total for all levels gained to date. The calculation is number of levels multiplied by bonus (and all classes share the fighter bonus if one of the classes is a fighter) and divided by number of classes. Any fraction is rounded down.

So, for the triple class posted above of 18 con F/M/C:

Starting HPs are

Fighter 10 / 3 = 3. Mage 4 / 3 = 1. Cleric 8 / 3 = 2. Con bonus 3 x 4 / 3 = 4. Total 10

Adding a cleric level you get 2 more base HPs. Con bonus is now 4 x 4 / 3 = 5. Total 3 extra.

Adding a fighter level you get 3 more base HPs. Con bonus now 5 x 4 / 3 = 6. Total 4 extra.

Adding a mage level you get 1 more base HP. Con bonus now 6 x 4 / 3 = 8. Total 3 extra.

Similarly for an 18 con F/M/T starting HPs are:

Fighter = 3. Mage = 1. Thief = 6 / 3 = 2. Con bonus = 4. Total 10

Adding a thief level you get 2 more base HPs and 5 total con bonus for total extra 3.

Adding a fighter level you get 3 more base HPs and 6 con bonus for total extra 4.

Adding a mage and thief level you get 3 more base HPs and con bonus now 7 x 4 / 3 = 9 for total extra 6.

If you don't play with maximum HPs you will find that mages often get more HPs on level ups than thieves and clerics. The reason for this is that you always get at least 1 more base HP per level - even with a die roll of only 1. That means that a mage will always get 1 base HP, but thieves for instance will also normally get 1 base HP - only getting 2 if they roll a 6 on a d6. The particular pattern of XP with triple classes though means it tends to be the mage class that benefits from the fractions accumulating to a whole new HP for constitution bonuses, hence why they seem to be getting more HPs than you would expect.

382Yes! That sounds like it, in fact, your detailed explanation makes me understand AstroBryGuy's equation (a little) better, which is about total HP but should be the same.

I assume that a 18con f/m(9)/t(9) > f/

m(10)/t(10)(assume this happens) still gets 4 con bonus because mages, thieves scale upto lvl 10?And, the afterwards fixed HP gain is still a round down but with a min of 1 ? --- actually, it should be the case, since I just get 1 hp from a lvl 10+ triple multi thief

1,822330The fractional issue is harder to figure out because certain combinations do seem to occasionally get an additional hp every so often which may be from remainder of the con bonus being stored and rolled over to combine with the remainder of the next level.

Not using the max hp on level up however does make the equation significantly more complicated however. do keep that in mind.