Units of Money are arbitrary names and do not directly corrolate to the value of each unit.
What gives each unit its value is its scarcity, same thing as in the real world. If you started off by making the most expensive item in the game 100 feebleboners (a madeup unit of money) and the weakest enemy provide 150,000 feebleboners, the value of that money would not be very high because the value the player put on it would be incredibly low.
So to change the value of the unit, alter the scarcity. Either raise or lower prices on items, or raise or lower the quantity of currency acquired by the player.
One thing is for sure. If you want the player to finish your game, you need a baseline "rescue" of being able to recover the party when they are at their weakest and may be unable to afford an inn or recovery items. Infinite Health Drain requires Infinite Recovery. The rest is just balance.