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I have a plane simply UV mapped and using a texture for the albedo.
I want to have the same UV mapping used for the normal maps, but multiplied by 5 or 10, I don't know how much exactly yet.
Is it possible to not make another mapping on another channel, and just feed to the normal maps a UV coordinates multiplier?

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Use a MAPPING vector node to manipulate the values that are fed to it with an INPUT UV MAP node, and in the SCALE fields change the scale of the texture: the values act as multipliers. Below is the actual node setup.
enter image description here

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    $\begingroup$ Just for completeness, you can also use a Converter > Vector Math node. Or you can split the coordinates with convert > separate XYZ and then use a Convert > Math node for individual control on each of the vectors, and recombine using Convert > Combine XYZ . $\endgroup$ – susu Jan 22 at 18:37

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