Fortunately, everyone who got paralyzed failed their first saves, so that was not an issue.
My players have a knack for getting into bad situations. This campaign started in 5e before converting to PF2 then OSE. We had TPKs in both 5e and PF2. In 5e, the PCs got into a bad situation with flying snakes and would not try to flee (believing it to be impossible) or try to use Defend and retreat (because disadvantage is just a reroll

). In PF2, it was self-inflicted. There was an ooze minding its own business, dissolving a giant gecko. The monk goes up and attacks it, and the fighter starts hacking away at it (making more oozes). They’d fought this kind of ooze before, so they knew they could outrun it and attack it from a distance, but they decided to slug it out. In OSE, they botched their attack on the ghouls, but no PC died (just a retainer). I get losing like that feels bad, but that’s a huge improvement.
If I ever run 5e or PF2 again, I’d obviously incorporate an evasion and pursuit procedure. Being able to get into a bad situation without its necessarily resulting in a TPK and without my having to fudge rolls (which I don’t do generally) means things can be dangerous and you’re not guaranteed victory, but you also won’t lose the party (probably).