Balance currency and items with dungeon crawlers? Must they really have either a town or a merchant?

With a traditional JRPG, you usually have town spots to stock up on items and spend currency.

When a game is solely focused on dungeon crawling, you may no longer have towns.

How then would you suggest going about balancing the currency and item stock? If players were to gain items as drops from monsters, won't that be hard to balance well? If there aren't towns, how will players get better equipment, items and use up currency?

Can you think of any alternatives? Anyone making a dungeon crawler themselves?

My own thoughts on this, I really can't find a easy solution, so this makes my views come down to create an excuse to either have NPCs that will sell equipment and items around the dungeon, or place easy access to a town anyway and edit the story untill it fits.
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