Dragonblade
Adventurer
I edited the title to clarify I'm not talking about the Adventure Path modules! 

Marshall said:I dont know what it was, but something set off an idea in my head. What if "action points" are the arbitrator of your per encounter abilities?
Jhaelen said:A minority seems to prefer hoarding them, which leads to odd behaviour if the characters are close to level-up:
They suddenly start using action points in every round.
alaric said:One of the stated goals of 3E was a system that was easier to port to video games.
kerbarian said:I think that would conflict with the stated design approach of siloing character abilities. If everything is fueled by AP, then you'd have to choose between spending your AP on, for example, a utility spell vs. a combat spell. You'd have one common resource, rather than an independent number of uses for each 'silo'.
Me, too. Exact number depends on length of session.Wormwood said:I prefer to have action points refresh per SESSION.
roguerouge said:Personally, I love them being tied to your level.
First, it makes them special and heroic. You save them for the moments that really matter: an important attack, a save or die effect, or (in our campaign) a stabilization roll. The fact that you get more of them as you go up in level (in our campaign) is a nice signifier of the growing heroism of your character. Once per day can't replicate that feeling of a resource that is husbanded and grows over time.
Second, people have complained about saving them until you're going to go up in level, then spending them in a big burst. Again, to my mind, that's heroism. In my campaigns, you don't level after defeating the kobold guards. Whether it's designed or not, my characters typically level after accomplishing something significant, which gives time for rest and/or training. So, again, these end of level AP bursts tend to correlate with the needs of heroic narrative.
Third, because they're a scarce resource, they lend themselves to a DM reward system. One current DM gives out an extra one to players who write character journals about the session prior. That tends to "flesh out" the campaign with a character's inner thoughts and motivations, which is especially handy in a large campaign that meets less frequently. It's not as damaging as handing out XP to those players who like to write, but it does encourage them to go the extra mile.