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Well, after reading what that means, that does sound more effective than throwing snowballs.
There are lots of trap options in the PF/DnD3.5 ruleset. Don't pretend that you can go blind into it and be automatically successful like idiot proof pillars or divinity games.
100%
What's great about buffs: they're not negated by saving throws and can contribute through many battles. Look for spells that last to be core adventuring buffs. 10 min/level should be enough to last an entire adventuring area. Even 1 min/level starts becoming very reliable as you advance levels.
Don't underestimate the power of movement to get your characters into position where they are needed and attack in the same turn. Longstrider is a very steady boon, and Expeditious Retreat (+30 Move) offers tremendous tactical advantage, especially by Levels 5+, when it can stay up longer, and you have more of them to cast.
For exemple, Valerie is a fighter, but with only 14 Str and a tower shield, so she is going to be useless at low level. You can mitigate this by swaping her towing shield for a "normal" shield. She loose 1 AC, yes, but regain +2 to attack. Usually, i level her as a fighter up until level 5 (to gain the power who let you use a tower shield without malus), then i go full Slayer with her.
I usually buy a ton of alchemist fire/acid vials at low level and give them to the ranged characters : it let them attack on the touch AC (so much easier to hit) and it does almost the same damage on average (with the added benefit of catching the ennemy on fire with the alchemist fire).
As for magic, learn to target the weak saves roll of your ennemies. Bandits usually have a terrible Will, so hit them with sleep, fear, color spray, ...
Honestly, the 1st chapter of the game is always the hardest for me : low level, low on gold, and not many consumables item to use.
Respec mod ftw!
Except for the fact that many/most enemies that are actually a threat in the early game are immune to Sleep.
For op: use Hurricane Bow on your casters. If they don't have Precise Shot, target enemies not in melee or not yet in melee. If you don't want to invest in Precise Shot in the long run, take it anyway for the early game and respec later.
And stack buffs/debuffs as much as you can. Have Remove Fear up. Use Grease on enemies in melee. Enlarge Person increases the damage your characters do with weapons.
If all else fails, play more in turn based in the early game, as it makes the game much easier. Or, you know, turn the difficulty down... that's what it's there for.
In my experience, the most dangerous are groups of bandits, and sleep works splendidly against them.
1)Enter new area
2)Scan a few opponents to get their level
3)If they are within 3 levels of your party, clear out area, avoiding any high-level enemies mixed in, make note of strong enemies to come back later (like Viscount Smoulderburn)
4)If they are more than 3 levels higher than you, leave, make note of area and enemy level
After doing this I slowly got through 3 or 4 areas to get to level 4 or 5, and had a list of about 10 places that I had to come back to later. The issue is there are very few places around your level at the beginning, and you have to find those areas by trial and error. I wish I could tell you what those easier areas are (Sycamore Tree is OK for Level 3 chars I remember) but I only took note of the ones to avoid.
I'll second this. Grease is a godsend in the early levels, even keeps some bosses on the ground. And yeah, check the enemy's lowest save and target accordingly.