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Of course, balancing the effectiveness of status ailments is a big problem in RPGs. Often, success rates are so low that they're practically worthless for the party, essentially wasting their turns. But if ailment success rates are too high, the entire enemy party can be hobbled in short order, trivializing encounters. Of course, random encounters don't typically last very long either, so it's often better just to attack.

So what sorts of success rates or rules of thumb do you use for common ailments in your games? How do they vary if the spell/skill inflicting the ailment is multi-target rather than single?

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