Rich H wrote:Deadmanwalking wrote:Rich H wrote:Simple solutions are fine, when they work; for me, they don't in this case. In general I take issue with any game mechanic, of any game, that ties itself to an out-of-game-world device (ie, the end of a session) in order to drive/set an in-game resource (replenishment of fellowship pool). It's a pet hate.

Oh, totally. I just always feel the need to point them out when people come asking about a very specific problem.

Specific problems can often have other underlying root causes; often best to look deeper and discuss the specific issue in more detail to make sure.
I don't disagree, you were just already doing that one, so I felt someone should point out the other.
Falenthal wrote:I play once a week for 3 hours. We fulfill most ToW or DoM adventures in 2/3 sessions.
Most of the time, I only allow for FP refreshment once (every 1.5 session, so to say), and only if there's a suitable moment for it: they manage to escape some enemies and find a refuge where they can rest and recover, something magical occurs (they find elves that offer their protection for one or two days in the road), a great Evil has been defeated and the world seem better for the time being, etc.
Well, as noted, if you're doing it less than three times per adventure or so, you're throwing off the balance from the designers intent. That's cool, and works, but creates a slightly different game dynamic (a slightly lower powered/more desperate one, I'd imagine). Just noting that for the record.