Let me try a more appropriate response. I think that Session-based recovery can work really well if you are playing a MODE that involves more narrative control over the players and their power. If I wanted a really heroic D&D game, something where the players are more like Conan (as in the short stories), I would give them the ability to, at-will, X-times per session gain a refresh. This is to replicate how larger-than-life characters can essentially gain a super second wind that lets them overcome their obstacles.
However, if I was playing a game with more grounded ideas, such as a game meant to emulate something like Sword & Sorcery or even just typical dungeoneering, I'd move away from session-based and switch to a shorter Refresh. I'd also probably limit that Refresh to a number of times in the dungeon, or have another constraint, such as you need to be in a haven/oasis/safe room to Refresh. This creates a feel in the game where you're dangerous, and you might need to go out of your way to afford the right to catch your breath and keep trecking on.
And if I was playing a game that was skewed more toward the power levels of 5E adventures, or something that is essentially like Honor Among Thieves, I'd probably allow them the luxury of a 10 minute Refresh when they wanted it, but use various new conditions -- like how I mentioned Doomed or Wounded -- to provide mechanical stakes to combats.