minmay wrote:the main effect of paralysis is making MR much more important than any other resistance in the game (if you even consider it a resistance which you may as well not)
It's more like AC/EV/SH, except instead of occasionally blocking an instance of hit point damage it makes you not die.
dpeg wrote:a) Allow a restricted set of actions. Galefury suggests use of potions and scrolls (but nothing else).
b) A different take: allow only walking but nothing else (in particular, no melee attack).
Don't Move and Don't Act are pretty common variants in a variety of other games, going by a variety of names. Porkolation is pretty much Don't Act, but there's definitely room in the game for a spell that lets the player fight but doesn't let them maneuver backward to get into a corridor. It would go well on monsters like ogre mages, which have a squad of melee brute followers that only rarely get to surround players because the players keep running away.
How about three divisions:
Cripple: The affected character can't feel their legs or other relevant appendages. They sink to their knees, suffering a modest penalty to attacks and defenses, but more importantly they can't move around at all without crawling. Their hands and mind work just fine, and eventually the localized paralysis wears off.
Feeblemind: The affected character can't think properly. Actions that require human or near-human intelligence can't be performed. They can lash out with whatever sharp or blunt object is at hand or blindly trigger an item of power, but they don't remember any of their training and are effectively at 0 skill in everything. Eventually the mental fugue wears off.
Binding: The affected character's hands or other relevant appendages bind themselves to each other with magical cords. Temporary felid item restrictions, except equipped armor stays equipped. As usual, the cords eventually fray and fade.