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<blockquote data-quote="Psion" data-source="post: 3724033" data-attributes="member: 172"><p>I could see how having 12 players in a group might be exceptional as it is. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>Some players would like to hoard AD. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> Sometimes, I find that some players really use up their AD rather early in the session, just because they are in the spotlight.</p><p></p><p>And that's fine. I like the idea of "cash" that players can spend to keep things as expected. When they perceive important rolls early, they will spend them early.</p><p></p><p>Anyways, I'm not especially concerned about end of session spending. It means that they are spending them as a matter of convenience than a matter of necessity, which means they really didn't need them as much and they aren't impacting the game as much.</p><p></p><p></p><p></p><p>I fail to see how per session is more work plan around. Quite the contrary. I can pretty well predict that an encounter or obstacle will take about an hour to resolve. Per day or per time period spending seems more vulnerable to variations in the flow of the game (to include metagaming) to me, not less. Players can stall for time, camp whenever only mildly down on resources, etc. Whereas with per session, the gravitas is getting on with the game, because you have all the resources you are going to get. And for games like D&D that have a resource management bent, I think that's perfectly appropriate.</p></blockquote><p></p>
[QUOTE="Psion, post: 3724033, member: 172"] I could see how having 12 players in a group might be exceptional as it is. ;) Some players would like to hoard AD. :) Sometimes, I find that some players really use up their AD rather early in the session, just because they are in the spotlight. And that's fine. I like the idea of "cash" that players can spend to keep things as expected. When they perceive important rolls early, they will spend them early. Anyways, I'm not especially concerned about end of session spending. It means that they are spending them as a matter of convenience than a matter of necessity, which means they really didn't need them as much and they aren't impacting the game as much. I fail to see how per session is more work plan around. Quite the contrary. I can pretty well predict that an encounter or obstacle will take about an hour to resolve. Per day or per time period spending seems more vulnerable to variations in the flow of the game (to include metagaming) to me, not less. Players can stall for time, camp whenever only mildly down on resources, etc. Whereas with per session, the gravitas is getting on with the game, because you have all the resources you are going to get. And for games like D&D that have a resource management bent, I think that's perfectly appropriate. [/QUOTE]
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