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<blockquote data-quote="Staffan" data-source="post: 8925131" data-attributes="member: 907"><p>Spellcasters in general are best against numerous weaker opponents. With only a handful of exceptions, single-target spells do about the same damage as an equal-level area spell, and debuff/control spells are generally weaker than in PF1 or in 5e, with a more graduated effect. In PF1 or 5e, a debuff is generally all or nothing: a successful save has no effect, and a failed save does something pretty nasty.</p><p></p><p>For example, in PF1 <em>hold person</em> is "save or be paralyzed with a new save each round." In PF2, <em>paralyze</em> has these effects depending on the target's save:</p><p><strong>Critical Success</strong> The target is unaffected.</p><p><strong>Success </strong>The target is stunned 1.</p><p><strong>Failure </strong>The target is paralyzed for 1 round.</p><p><strong>Critical Failure</strong> The target is paralyzed for 4 rounds. At the end of each of its turns, it can attempt a new Will save to reduce the remaining duration by 1 round, or end it entirely on a critical success.</p><p></p><p>So you see that in order for the target to be paralyzed for a longer period of time, they need to critically fail. A regular failure only paralyzes them for one round. But on the upside, even a successful save gives them Stunned 1, meaning they lose one action next turn and can't do anything until then (no reactions etc.).</p><p></p><p>But as a second nerf, <em>paralyze</em> has the Incapacitation trait. That means that if the target has a level higher than twice the spell level (which by default is 3, but a prepared caster can prepare it in a higher-level slot for a stronger effect, and a spontaneous caster can either learn it in a higher-level slot or take it as a "signature spell" letting them spontaneously upcast it) the target's save result improves by 1 step, so a normal failure becomes a normal success, and a success becomes a critical success.</p><p></p><p>Incapacitation is a trait you'll find on strong debuffs like <em>paralyze</em>, <em>blindness</em>, or <em>charm</em> – the kind of thing that takes a foe out of the fight completely (even if temporarily). Weaker debuffs like <em>fear</em> or <em>slow</em> don't have that trait.</p></blockquote><p></p>
[QUOTE="Staffan, post: 8925131, member: 907"] Spellcasters in general are best against numerous weaker opponents. With only a handful of exceptions, single-target spells do about the same damage as an equal-level area spell, and debuff/control spells are generally weaker than in PF1 or in 5e, with a more graduated effect. In PF1 or 5e, a debuff is generally all or nothing: a successful save has no effect, and a failed save does something pretty nasty. For example, in PF1 [I]hold person[/I] is "save or be paralyzed with a new save each round." In PF2, [I]paralyze[/I] has these effects depending on the target's save: [B]Critical Success[/B] The target is unaffected. [B]Success [/B]The target is stunned 1. [B]Failure [/B]The target is paralyzed for 1 round. [B]Critical Failure[/B] The target is paralyzed for 4 rounds. At the end of each of its turns, it can attempt a new Will save to reduce the remaining duration by 1 round, or end it entirely on a critical success. So you see that in order for the target to be paralyzed for a longer period of time, they need to critically fail. A regular failure only paralyzes them for one round. But on the upside, even a successful save gives them Stunned 1, meaning they lose one action next turn and can't do anything until then (no reactions etc.). But as a second nerf, [I]paralyze[/I] has the Incapacitation trait. That means that if the target has a level higher than twice the spell level (which by default is 3, but a prepared caster can prepare it in a higher-level slot for a stronger effect, and a spontaneous caster can either learn it in a higher-level slot or take it as a "signature spell" letting them spontaneously upcast it) the target's save result improves by 1 step, so a normal failure becomes a normal success, and a success becomes a critical success. Incapacitation is a trait you'll find on strong debuffs like [I]paralyze[/I], [I]blindness[/I], or [I]charm[/I] – the kind of thing that takes a foe out of the fight completely (even if temporarily). Weaker debuffs like [I]fear[/I] or [I]slow[/I] don't have that trait. [/QUOTE]
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