I approach crafting from a character perspective. Many of my characters do no crafting at all. With alchemy some buy their potions/poisons and some make them, but I don’t deliberately spend the first hours of my games leveling up a certain skill. I tried that and it was unbelievably boring. Plus all of that out-of-character grinding which was just work for me only resulted in pushing the difficulty slider up to compensate after a few levels. Play time wasted! Ugh.
As far as ‘with healing potions there is no excuse for character death,’ unless I’m mistaken that assumes freezing the game and going to menu or using a hotkey to take potions during combat. I don’t do that, and I know other players who also won’t interrupt combat to take potions. A character has to get enough distance away from the fight that they can unequip their weapon and reasonably use a potion or poison, such as while a dragon circles or after they go pelting down the corridor back the way they came far enough that the draugr forget about them. I find it much more interesting to play that way. I realize that some NPCs heal in the middle of fights without unequipping their weapon, but that doesn’t make me want to do it.
So to answer how many healing potions, I’d say not many and they’re mostty the kind that fortify and/or increase the regen of an attribute rather than instant Restore potions. I don’t have much use for those other than handing them out to NPCs.
I do have a merchant character waiting in the wings who will use up all of the material he finds to make and enchant things for sale. By ‘finds’ I mean finds through natural exploration, not fast travels and reloads to reset vendor inventories because again, boring. Because he crafts and trades for a living he will only perk crafting and speechcraft skills, so with a 2-3-2 attribute spread I’m curious how he will turn out. I think his game will stay fun at Adept, which after all of this time playing the game is kind of a goal of mine.
This thread brought up fond memories of Nov/Dec 2011 when I tried just about every game mechanic with the same character. I remember once writing about “The Fight Of One Hundred Carrots” when she ate an enormous amount of raw food while battling Forsworn. Needless to say that was not a big roleplay experience. But I suppose you could make a slogan about no excuse for death while you have ninety-seven pounds of raw meat in your inventory.
Oh, and with experimenting to discover recipes I’ve never had trouble with alchemy ingredients weighing too much. My new characters waste a lot trying out new combinations, and as they increase in level and know more effects they can carry more.