Yeh glad to help/link! Prof DM goes really far, but I like the cut of his jib, it seems like everything he puts in place is motivated by wanting his roleplayers to roleplay (including their class) as much as possible and also be challenged to think constantly rather than relying on just spamming class skills.
To harken back to the idea of having more healing potions or restorative herbs available in your world, the problem with those that I see is that pretty soon, as a GM, you will have no or little control over them. Unlike spells, especially if you use a magic system such as Prof Gm proposes with no fixed spell slots and simply spell rolls with significant chances of a failure or the 5% chance of disastrous critical misses any time a spell is cast.
I have noticed that whenever I make healing potions (or any magic items or any flammable oils or healing herbs) available, the Skyrim instinct kicks in. By that I mean that players start hoarding these things or trying to figure out exactly how to get them for free or as cheap as possible. The thing is, if your 1st level players have no Cleric and rely on magical potions or herbs and those are fairly easy to acquire and cost somewhere between 10 and 50GP, or even 200GP, that does not appear too much of a problem. Until they reach 4th and collectively have 2000+ GP and are finding at least an additional 100 GP every session. At that point almost any player will be like “Alright! Let’s buy 10 or 30 of those potions or a whole bundle! of those herbs”. They would be crazy not to, because having plenty of healing potions is the most likely thing that will instantly and dramatically increase their chances of survival, more so than anything else.
If the GM at that point says,… “Yeh sorry, they are now suddenly very scarce and cost four times as much” the players will feel gipped, rightfully so.
I think healing from any magical or insmeans should be minimal and very limited. If you do go the potion or herb route, same thing, potions or any ingredient that instantly heal should be extremely expensive and rare from the get go (if they are available for sale at all) and remain that way indefinitely. Instead I think rewarding the players with a potion when they delve into dark and scary places is better, because it gives you control of how much healing they have access to and also gives the players motivation and a sense of accomplishment rather than “we are just buying some of this stuff, now we can extend battles super long, take mondo damage and just chug healing juice”.
Another thing which helps is that I only allow each player to do 1! single thing per 6 second combat round. I wouldn’t allow a player to grab (even if it is on their belt), unstopper and chug a potion and get the healing from it, as well! as doing an attack in that same round. It will take the entire round to get their health back. They can attack the next round. Or, if they really wanted to do both, it could very, very rarely happen but the DC would be very hard, so it would be a heroic and cinematic move.