Me personally? I usually remove money to avoid this issue! :L I don't know how to balance money. What I have done in the past is just make money equal to exp gain (as a based, I can change specific enemies), then decide non-consumable prices based on that. I honestly haven't found a money system that's better than "it works" for most games (although Gratitude in Dragon Quest Builders might be slowly approaching better than that). Consumables are just bizarre. I don't even like MP that much and prefer the idea of prices being tied to a given combat. I've been tinkering with 'consumables' being items you can use a limited amount of times per battle and skills having cooldowns. Really, I don't get money. I've taken classes on economy, I've learned taxes from multiple sources, I've studied historical currency set up for roleplaying, and I feel like I know less than I did a decade ago about this. As a related thing, I do like the idea of removing MP>HP skills. It was something I thought Paper Mario did great and then never really saw again. Then again, extremely limited inventory with a flow of items coming in was another good part of that game, if not done fantastically.