dtgreene: What if only buying, but you are expected to frequently buy lots of consumables for routine use (and higher skill makes better consumables available for purchase)?
Cavalary: I wouldn't. End of. Very frugal, will not use consumables except in quite extreme situations, or maybe a spree towards the end (or before a point of no return) to get some things I had to put off until then. Been known to list it as a plus when a game doesn't even have them. So if the game is impossible without regular use and there's no easier setting to get around it, I'd bang my head against it for a certain stretch of time, depending on how much I like the atmosphere and story, but eventually get too frustrated and give up if it can't be done.
Thing is, I used to be like that, but over the years I've learned to use consumables when they're useful enough and readily available; using the Chemist job in Final Fantasy 5 definitely helped here. (For those not aware, if you earn enough ABP in this job, you get the ability to mix items to produce a variety of powerful effects, including a full revive (well before you get the spell that does that) and an HP drain attack that has the same power as the Bahamut summon (but is available much earlier.) That game also has a few other tricks, like breaking rods to kill early bosses in a single round, and having a Ninja throw scrolls to get moderately strong all-enemy magic attacks before you get other ways.
On the other hand, I often like to find ways to make the party self-sufficient, so that the party can fight indefinitely without the need for any resource that can't be recovered with the strategy. This can, for example, include using infinite-use items for healing. (In fact, in Lennus 2, whicn I'm playing right now, in the later game I prefer to use the combination of a Sexy Dress (kills caster, restores 75% of everyone else's HP) and the Revive spell (costs 80 HP (which is very little, and yet it's the most expensive spell), and when maxed out will revive a character at full HP. Interestingly enough, Phantasy Star 3 has a pair of items (Royal Vest and Force Vest) that lets you do the same thing, except that the Force Vest can fail (but nothing prevents you from trying again, especially outside of combat).)
Interestingly enough, SaGa 2 has weapon durability without a way to fully repair, but you can dodge the issue by using only robots and monsters. Robots use conventional weapons, but their durability is halved when (un)equipped; however, it will return to that amount when you go to the inn. Monster attacks (things like Claw and Bite, but also some that mimic spells) have limited uses, but they also recover at the inn. A party containing only these two races leads to a gameplay experience that is very different from a typical RPG, where stats are not gained through leveling or usage, but rather through other methods.
dtgreene: What if only buying, but you are expected to frequently buy lots of consumables for routine use (and higher skill makes better consumables available for purchase)?
Cavalary: I wouldn't. End of. Very frugal, will not use consumables except in quite extreme situations, or maybe a spree towards the end (or before a point of no return) to get some things I had to put off until then. Been known to list it as a plus when a game doesn't even have them. So if the game is impossible without regular use and there's no easier setting to get around it, I'd bang my head against it for a certain stretch of time, depending on how much I like the atmosphere and story, but eventually get too frustrated and give up if it can't be done.
dtgreene: (Similar situation if the game gives everything limited durability in a way that actually matters, like in Fire Emblem and some SaGa games, and let's suppose that there's no way to repair items that doesn't involve this skill.)
Cavalary: Awfully annoying!
So, in a game like Morrowind or Oblivion, would you completely avoid the use of (non-bound) weapons and armor, and just rely on spells and martial arts, which don't decay, so you don't have to worry about durability?
(In Morrowind, you can avoid the issue of having to recharge your Magicka by enchanting items with the effects you need, including bound weapons and attack spells.)
(Also, I assume you would ignore Alchemy for this reason?)
Maxvorstadt: Well, I didn`t notice any need to pay money to develope my character in Morrowind. I guess you did mistake it with Gothic?
Cavalary: You don't need to, but you can. Really nice system in that way, you can train through use or pay a trainer. May be handy to pay a trainer early on, to get a skill to an usable level before training through use, or quite the contrary, late on if you can manage to train high enough, if the skill becomes too effective for training through use, needing way too few uses of it to do anything.
You mean, "needing way too *many* uses", right?
This is actually one issue I have with the Daggerfall/Morrowind/Oblivion growth system; when a skill is high, it's harder to incease, but performing harder tasks doesn't let you increase the skill faster. This is one thing that Final Fantasy 2 and Wasteland both did bette; it's easier to raise your skills to higher levels if you have harder challenges, which is not the case in Daggerfall/Morrowind/Oblivion.