In #Pathfinder1e, ghoul/ghast paralysis lasts 1d4+1 rounds.

In #Pathfinder2e, ghoul/ghast paralysis lasts until a creature saves against its DC, but the DC decreases every round while paralysis persists.

For my #P1e #Ustalav game, I'm thinking about adding the #P2e save-every-round mechanic. Paralysis would still be 1d4+1 rounds, but with an early exit saving throw each round with a diminishing DC. This would allow a chance for a player to be back to playing faster.

#ghouls #ghasts

@munroe It's never fun to be out of the game. #Pathfinder2e certainly improves on it, but I wonder if they should have done away with paralysis completely.

Maybe it's tradition. Ghasts are known for paralyzing, so they have to keep that. Paizo just doesn't give it to any new monsters, and they write campaigns that don't feature too many ghoul/ghast encounters, so players don't have to suffer through too much of it.

If it kept coming up, I'd be tempted to experiment with house rules, and probably overcomplicate it.

I'd figure, why should it be all or nothing? There are ways to represent "having trouble moving your limbs" without going as far as "being completely frozen." You could get one action per turn, or roll a flat check for each action, or take large penalties to your speed, strength, and dexterity.

Or maybe the answer is to offer more actions while fully paralyzed. Allow verbal actions, or unusual recall knowledge skills, or let them earn bonuses for later by planning what they'll do.