No. It was an attempt at balancing and proof that I cannot do math well. I'll keep the initial scaling for intrigue actions that involve stealth and diplomacy actions which can suffer from too many cooks in the kitchen...
I think Diplomacy should be pretty neutral. The reason to send a bunch of goons along with your envoy is if you're worried about your envoy being attacked or poisoned or something (that is, if you're worried that someone will take your attempt to roll a Diplomacy check and forcibly change it into a Martial/Intrigue check).
So beyond assigning a small competent staff to make sure your envoy's clothes are clean and that they make their appointment and that they have a driver to park the car and everything, adding more people might very well have NO effect on negotiations, past the first five or so. Extra people would only be valuable if you're worried that the envoy needs protective bodyguards... Or if you're doing the equivalent of opening a whole embassy or suing a major corporation or something, and need a ton of warm bodies to process the paperwork and handle staffing issues.
It'd be something like:
1 minion +4,
5 minions +8,
10 minions +10,
20 minions +12,
30 minions +14,
40 minions +16,
50 minions +18,
and so on.. If you want good Diplomacy results from face-to-face negotiations, you send a better envoy, not more mooks.
Again, there are exceptions where having a large staff actually matters- but you'd need a large staff of clerks or lawyers or something, not security agents.
...
Similar arguments apply for infiltration actions. Having a small team ready to help you extract or to create a diversion is valuable. Having 40 people hanging around means the extra personnel spend almost all their time covering their tracks, so yeah, no good result there.
For martial and stewardship actions. It's probably a bit more complicated than it needs to be...
It's actually literally exactly the same level of complexity as what you were already doing. I just changed a couple of numbers. Had 15 people doing +2 better than you had them, and groups of 20 or larger doing +4 better. The
analysis is a bit complicated (applied high school algebra), but the analysis just exists to balance the resulting rules.
but so far I'll mostly shift over to using the method you've provided (none of the actions are ones that would be penalized with the exception of contacting the NATO forces)
Yeah, contacting NATO is that kind of thing. I'd honestly send Roxy plus like two people to make sure someone's carrying the luggage and that Roxy has someone to keep her from getting too distracted, except that she might actually run into trouble and a squad of goons to provide escort could be helpful in that scenario.
But if you actually are going to my suggestion, then I'm going to re-revise my plan...
EDITED due to changes in rules for how minions work:
[X] Plan Groundwork
-[X] [Plan] Secure an escape route: Mercy and 15 personnel
-[X] [Plan] Get into contact with the NATO forces: Roxanne and 5 personnel
-[X] [Plan] Investigate intercepted calls: Lex, Cassandra, and 10 personnel
-[X] [Plan] Search the city for information: Remaining 20 personnel
Since this makes more personnel actually effective past the first ten, I figure putting more people on Mercy's action (where they'll help) at the expense of Roxanne's action (where they won't) is desirable.
@ThatGuyWithIdeas , note the change.