Just making up some NPC's for an introductory adventure, the only primary NPC so far (aside from household members which if all goes well, shouldn't be fighting...but you know those NPC's) has a whip with the entangling benefit.
I was wondering, it says it takes 5 from all tests to an entangled opponent and reduces their movement to one. Does it do anything to their combat defence, or as it isn't a test is that unmodified (entangling would be rather nasty otherwise)
And as for other NPC's, the other NPC's made are all secondary. The introductory adventure revolving around some night watch deserters. i have a large group of 6-7 people, and so made 5 secondary NPC's. Currently the highest combat defence is 11, which is good, that means it will not be too much of a challenge, and only two of the NPC's do over 5 damage and have more than 4 dice for attacking without getting creative (suprise attacks, knocking people down and what not) One is a fighter, one is not really a fighter but can take some damage, one archer, and one sneaky stealthy git to stab them in the back, and a non fighter who will only be able to co-ordinate their attacks (and give a reason for why the traitors are able to formulat a plan)
But I was thinking, it isn't possib;e realy to get secondary characters to have a combat defense of 12 (the mark for a moderate challenge in the rule book) now I know that basing the challenge of the combat defense, intrigue defence alone is not the best way to scale a challenge, but I was thinking, when players level up, do you level up secondary NPC's as well (such as secondary NPC's created get two skills at 5 and three at 4 to ensure they still remain a challenge to characters?)