Just a brief after-action report about the principles discussed in this post.
Curiously, giving the mooks an additional +1 defense (to represent armor & training) didn't seem to make much difference. Nearly all of the PCs still managed to hit them, and the one that missed did so by a large margin.
The mook quantity of [4xPCs] was certainly enough to make them take the mooks seriously, but not so much that they would overwhelm the PCs before defeat. 4x seems like a good number to use when backed up by named characters, and I think my group could easily handle 5x of just mooks and no named NPCs. They might be able to handle 6x if fresh, but 3-4x plus a Featured Foe for each PCs seems about right for now.
Speaking of Featured Foes, pitting the PCs against PC-level FFs that have been properly advanced per the above post is definitely a challenge for them, but not an unbeatable one. They're going to know they've been in a fight, though, as so far I have one character with two marks of death against him.
Potentially of interest: It took about 2 hours of game to get through a complete sequence of 6 PCs, 5 named NPCs and 6 mooks. I'm not sure what to make of this; perhaps this will speed up as we get more comfortable with the system and have to check the rules less often.
Finally, my players get really annoyed when the bad guys act like a team and use coordinated tactics. Imagine that...
The Fine Print
This work is licensed under a Creative Commons Attribution- Noncommercial- No Derivative Works 3.0 License.
Erin Palette is a participant in the Amazon Services LLC Associates Program, an affiliate advertising program designed to provide a means for sites to earn advertising fees by advertising and linking to amazon.com.