I've been looking at the different creature/NPC rules I'll be tweaking and one is the shared A/C/E pool each same type creature/NPC share. So if I have 5 Orcs they all get one dice pool to split from. It doesn't make much sense, so the simple rule I'll be incorporating is each same type group gets the A/C/E pool +1 die per pool for each additional member. If the group's Henchmen it is +1/two of type. If the pool started with zero dice it does not gain dice from additional members.
"fixing" A/C/E pools
I never (well almost never) use henchmen. I also give each monster their own A/C/E pool. It doesn't make sense that three orcs are weaker than one orc, a beastman and a goblin because of the A/C/E pools being shared. If there are three orcs I simply multiply the dice pool by three, but subtract a third each time one dies.
That works too. I was going to use it as a quick on the fly method to whip up dice pools.
I can see where henchmen groups will sometimes come in handy, but I'm almost always going to go with the actual creature counts.
I really like your method of thinking and i will do the +1 dice idea.
I already removed the idea of henchmen, henchmen are too feeble and I find doing something as simple as that really makes the game more perilous as opposed to trying to tweak all the characters!
I'll field test it more next week and let you know!
Me, I went the entirely different direction, and I use one A/C/E pool for all monsters. Who would care to track dozens of different pools?
I just pick the highest value in each category on the individual monsters, then add +1 to each for each extra type of enemy.
I figure having an overall lower extra die pool size is balanced out by everyone still having access to those Expertise dice even if the boss with them got dropped in the first round.