As Regras do destino têm algo a dizer sobre isso :
Remember, you want a balancing act between obliterating the PCs and letting them walk all over your opposition (unless it’s a mook horde, in which case that’s pretty much what they’re there for). It’s important to keep in mind not just the skill levels of the NPCs in your scenes, but their number and importance.
Right-sizing the opposition is more of an art than a science, but here are some strategies to help.
- Don’t outnumber the PCs unless your NPCs have comparatively lower skills.
- If they’re going to team up against one big opponent, make sure that opponent has a peak skill two levels higher than whatever the best PC can bring in that conflict.
- Limit yourself to one main NPC per scene, unless it’s a big climactic conflict at the end of an arc. Remember, supporting NPCs can have skills as high as you want.
- Most of the opposition the PCs encounter in a session should be nameless NPCs, with one or two supporting NPCs and main NPCs along
the way.- Nameless and supporting NPCs means shorter conflicts because they give up or lose sooner; main NPCs mean longer conflicts.
No final, tudo se resume a sentir como se sente? Que tipo de resultado você está procurando? E o que os jogadores estão esperando?
O mais importante é que tudo no mundo do Fate segue as regras do Fate, então se há um chefe, você não decide arbitrariamente o que quer sobre suas habilidades e estatísticas, mas deve criá-lo usando as mesmas regras que você criaria qualquer caractere, aqui estão algumas regras sobre como criar NPC's principais