+1 as im sure others have stated in this thread, blanket hp bloat isnt a great design choice in a game where your character is supposed to gain a sense of advancement/progression while they gain levels, and frankly it comes off as a lazy fix that actually causes more problems than it solves, again for alot of the reasons posted here. at lvl 1, i can understand being worried about my fighters chances against a small goblin mob, but by the time i get to level 3-4, a single fighter should be able to manage or at least hold their own, but this is made that much more difficult when instead of dealing with say 4 gobbos at 7 for 21 hp, you have 4 at 15 for 60 (obviously its not this simple, bc your fighter theoretically will be 'stronger', but for sake of discussion)

i think scaling hp for certain boss npcs or giving enemies bonuses can be better implemented and explained narratively (ie a more disciplined/established goblin tribe in the region is known for having better armor and therefore higher AC or a more rugged/barbaric tribe could have possible rage/dmg resist functions, etc.) as opposed to just raising hp for enemies across the board irregardless of narrative whenever you level. i also think this speaks to some of the general weaknesses that are inherent currently in bg3 encounters from both a narrative design (ex. has anyone been able to knockout anyone yet and get a different story progression or is this still not fully implemented?) and combat gameplay (altho larian is still likely balancing/tuning dnd/dos mechanics) standpoint.