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Hickory: XPCAP.2DA
.....
Edit: Note, it should be stated that I still have version 2.2.66 if that makes any difference.
I have 2.3.67.3 installed and the STEAM version.

What I did is create a character, give him 160.990 experience and then do some more things to get experience. It stopped at 161.000.

Is XPCAP.2DA the name of the file? I do not have a file with that name in my installation folder.
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Hickory: XPCAP.2DA
.....
Edit: Note, it should be stated that I still have version 2.2.66 if that makes any difference.
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Engerek01: I have 2.3.67.3 installed and the STEAM version.

What I did is create a character, give him 160.990 experience and then do some more things to get experience. It stopped at 161.000.

Is XPCAP.2DA the name of the file? I do not have a file with that name in my installation folder.
Yes, XPCAP.2DA is the file that determines what the XP cap is in-game and between versions. It can be overridden. It is not a file that is loose in the Enhanced edition (it's compressed with other files, so you wont see it without an editor).

Maybe it's a discrepancy between versions, which wouldn't surprise me knowing Beamdog.
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CFM: When you hit 32k XP / Level 6 as a Fighter, dual to a Mage.

Then, throughout the rest of the game, you will be able to get 145k more XP and reach Level 9 as a Mage.

(Even with a full 161k XP for single-class Mages, Level 9 is the max you can be for a Mage anyways.)
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kmonster: With an XP cap of 161,000 and 135,000 XP needed for mage level 9 there are only 26,000 XP left for the first class if you want to be able to reach the highest level as mage, that's 5 cleric, 6 thief or 5 fighter levels at most.
Oh man did I fuck the math up on that. I think I got my XP tables crossed. Thanks for the correction kmonster!

So yes, with a 161k XP cap, you'll want to dual to a Mage when you reach Level 5 as a Fighter, if you want to make Level 9 as a Mage.

Now, if the XP cap is beyond 161k (based on whatever version of the Enhanced Edition you're doing), then (as Engerek01 mentioned) you might consider getting to Level 7 as a Fighter, for the extra 1/2 attack per round, as well as the extra HPs and THAC0.
Dualing at level 7 also works within the XPCap since there's enough XP left to reach mage level 8. You get more attacks and HP but won't be able to cast level 5 spells. If you plan exporting your character into BG2 afterwards it's word a thought, but in this case you might as well create a multiclass instead and get the benefits from both classes all the time.
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scientiae: Additionally, even though all these DnD video games use the same Infinity Engine, they each implement different versions of the DnD edition rules. (Both Baldur's Gate games are version 2, while the Icewind Dale and Neverwinter Nights Intellectual Properties implement version 3.
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ydobemos: Not quite - the original Icewind Dale uses AD&D 2nd Edition, while IWD2 used D&D 3rd.

(The "A", incidentally, stands for "Advanced" - there used to be two alternative versions of D&D in simultaneous production, AD&D and the less popular 'basic' D&D. This ended with the release of the 3rd Edition in 2000.)
Bonus points if you can *succinctly!) summarize the differences between AD&D2.x & D&D3.x
:P
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scientiae: Bonus points if you can *succinctly!) summarize the differences between AD&D2.x & D&D3.x
For my bonus points, to "*succinctly!)" summarize the differences between AD&D2.x & D&D3.x:

AD&D2 is used in Baldur's Gate 1 and 2, Planescape Torment, and Icewind Dale 1.

D&D3 is used in Icewind Dale 2.

Bonus points for me !?!?
Post edited July 24, 2018 by CFM
The difference between D&D2 and D&D3 is like the difference between an apple tree and the Eiffel Tower. They have almost nothing in common.
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Engerek01: The difference between D&D2 and D&D3 is like the difference between an apple tree and the Eiffel Tower. They have almost nothing in common.
Actually, the bonus points are awarded for delineating (succinctly :) the difference between AD&D2.x and D&D3.x.
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scientiae: Bonus points if you can *succinctly!) summarize the differences between AD&D2.x & D&D3.x
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CFM: For my bonus points, to "*succinctly!)"† summarize the differences between AD&D2.x & D&D3.x:

AD&D2 is used in Baldur's Gate 1 and 2, Planescape Torment, and Icewind Dale [1].

D&D3 is used in Icewind Dale 2.

Bonus points for me !?!?
Tautology is not a succinct summary, it is iterative repetition. :o
Though you do get a single bonus point (un point) for adding a fact to the conversation (Planescape Torment's mechanics, for those auditing the score at home).



† Apologies for the typographical error; unfortunately most of typing is done in the dark (on a small screen, with the dark alternative color scheme) ¿¡
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scientiae: Bonus points if you can *succinctly!) summarize the differences between AD&D2.x & D&D3.x
:P
Not sure how succinct or complete this is, but I think the biggest differences in 3E were:

- Removal of race/class restrictions
- Ability score bonuses are standardized and consistent: +1 for every 2 points above 10 (-1 for every 2 points below 11).
- At each experience level, you can choose to level up an existing class or add the “Level 1” features of a new class. You do not need to out-level your original class to regain its benefits; the effects of each level up are immediate and cumulative.
- Saving throws are simplified into three categories (Fortitude, Reflex, Will).
- Armor Class goes up as it gets better.
- In general, rolling higher is better (almost every check is: you need to roll a target number or higher on a d20).
- Non-combat proficiencies (skills) are streamlined. Some classes learn some skills faster and/or can learn a greater number of skills, but almost every skill can be learned by almost every class (with a few exceptions).
- Feats were added to allow greater character customization.
- Spell casting system allows more flexibility and a greater number of spells-per-day.
Post edited July 27, 2018 by Ryan333
Additionally:

- unified experience points table for all classes instead of each class having its own table

- THAC0 (now called BAB for Base Attack Bonus) tables streamlined into fast (1 point / lvl), moderate (3 points / 4 lvls), and slow (1 point / 2 lvls) progression

- weapon procifiencies streamlined into simple, martial, and exotic weapon proficiency groups instead of single-weapon skills (2nd Ed. AD&D PHB) or either broad or narrow weapon groups (2nd Ed. Complete Fighter's Handbook); with exception of druids, monks, and wizards (who each have their own weapon proficiency group), all characters start with simple weapon proficiency, and fighters, rangers, barbarians, and paladins also start with martial weapon proficiency

- magic resistance (now called spell resistance) isn't a flat percentage anymore, but comparable to armor class; the higher a caster's level, the better his chance to bypassing a given spell resistance value, just like the higher a fighter's level, the higher his chance to "bypass" a given armor class and hit with an attack
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notsofastmyboy: Additionally:

- unified experience points table for all classes instead of each class having its own table
Also:

* XP gained from any given encounter decreases significantly with party average level (3.0) or individual PC level (3.5). This mechanic, of course, has its quirks. For example, in Icewind Dale 2, which implements 3.0 XP rules but not the rule against multiple level-ups, leaving a character under-leveled will give the rest of the party more XP (to the point where I believe this could break the game); the rule breaks down badly when a new level 1 character is introduced to a high level party. (In 2e, in the time it takes everybody to level up once, the new character will be 1 level behind, but the rest of the party will not have leveled up faster than normal.) In 3.5e, spending XP on spells or magic item creation can cause the character to pull ahead of the rest of the party in XP.
* Because of this mechanic, you now need to use an extra table to award XP; you can't just use the Monster Manual entry for this purpose.
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scientiae: Bonus points if you can *succinctly!) summarize the differences between AD&D2.x & D&D3.x
:P
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Ryan333: Not sure how succinct or complete this is, but I think the biggest differences in 3E were:

- Removal of race/class restrictions
- Ability score bonuses are standardized and consistent: +1 for every 2 points above 10 (-1 for every 2 points below 11).
- At each experience level, you can choose to level up an existing class or add the “Level 1” features of a new class. You do not need to out-level your original class to regain its benefits; the effects of each level up are immediate and cumulative.
- Saving throws are simplified into three categories (Fortitude, Reflex, Will).
- Armor Class goes up as it gets better.
- In general, rolling higher is better (almost every check is: you need to roll a target number or higher on a d20).
- Non-combat proficiencies (skills) are streamlined. Some classes learn some skills faster and/or can learn a greater number of skills, but almost every skill can be learned by almost every class (with a few exceptions).
- Feats were added to allow greater character customization.
- Spell casting system allows more flexibility and a greater number of spells-per-day.
*sound of poker machine cashing out*
Yep, that's what I was hoping for, nicely done. (Take a bunch of points!) :)
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notsofastmyboy: Additionally:
- unified experience points table for all classes instead of each class having its own table
- THAC0 (now called BAB for Base Attack Bonus) tables streamlined into fast (1 point / lvl), moderate (3 points / 4 lvls), and slow (1 point / 2 lvls) progression
- weapon procifiencies streamlined into simple, martial, and exotic weapon proficiency groups instead of single-weapon skills (2nd Ed. AD&D PHB) or either broad or narrow weapon groups (2nd Ed. Complete Fighter's Handbook); with exception of druids, monks, and wizards (who each have their own weapon proficiency group), all characters start with simple weapon proficiency, and fighters, rangers, barbarians, and paladins also start with martial weapon proficiency
- magic resistance (now called spell resistance) isn't a flat percentage anymore, but comparable to armor class; the higher a caster's level, the better his chance to bypassing a given spell resistance value, just like the higher a fighter's level, the higher his chance to "bypass" a given armor class and hit with an attack
Excellent!
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dtgreene: Also:
* XP gained from any given encounter decreases significantly with party average level (3.0) or individual PC level (3.5). This mechanic, of course, has its quirks. For example, in Icewind Dale 2, which implements 3.0 XP rules but not the rule against multiple level-ups, leaving a character under-leveled will give the rest of the party more XP (to the point where I believe this could break the game); the rule breaks down badly when a new level 1 character is introduced to a high level party. (In 2e, in the time it takes everybody to level up once, the new character will be 1 level behind, but the rest of the party will not have leveled up faster than normal.) In 3.5e, spending XP on spells or magic item creation can cause the character to pull ahead of the rest of the party in XP.
* Because of this mechanic, you now need to use an extra table to award XP; you can't just use the Monster Manual entry for this purpose.
Not having read the Player or DM guides for decades, it's good to have these facts at the fingertiups. Thanks for the clear answers!
I actually still like playing older systems, if only for their peculiarities. (Questions like: What is the difference between a lawful evil and chaotic good ethic, in practice? Sure, they have different aims, but is, say, Dirty Harry LE or CG?)
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dtgreene: Also:
* XP gained from any given encounter decreases significantly with party average level (3.0) or individual PC level (3.5). This mechanic, of course, has its quirks. For example, in Icewind Dale 2, which implements 3.0 XP rules but not the rule against multiple level-ups, leaving a character under-leveled will give the rest of the party more XP (to the point where I believe this could break the game); the rule breaks down badly when a new level 1 character is introduced to a high level party. (In 2e, in the time it takes everybody to level up once, the new character will be 1 level behind, but the rest of the party will not have leveled up faster than normal.) In 3.5e, spending XP on spells or magic item creation can cause the character to pull ahead of the rest of the party in XP.
* Because of this mechanic, you now need to use an extra table to award XP; you can't just use the Monster Manual entry for this purpose.
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scientiae: Not having read the Player or DM guides for decades, it's good to have these facts at the fingertiups. Thanks for the clear answers!
I actually still like playing older systems, if only for their peculiarities. (Questions like: What is the difference between a lawful evil and chaotic good ethic, in practice? Sure, they have different aims, but is, say, Dirty Harry LE or CG?)
It's also good to be aware of the gameplay consequences of such decisions. Like, for example, how the game behaves if you add a new level 1 character to an existing party. (Under 3.0 rules, the game behaves badly; both 2e and 3.5e have more sensible behavior, though not without their warts, but better than 3.0.)