Ah! Okay. Well, as you figured, we use very specific, well defined coins, so, no abstraction there. Using abstract coinage just would not have that visceral appeal that we're striving for -- especially since we make figuring out the actual weight and volume of coinage that easy. So, although you need to keep track of your coins, we're not building a shopping simulator. Not by far -- such thing would simply not fit the fiction our engine is geared towards.
To give you the gist of it, our three lowest money unit tiers are penny, skilling and mark. So, most things simply cost two units and the GM picks the tier to which the cost will fall. This also makes it easy for the players to judge/say things a'la
"I'll toss two pennies at the tavern keeper for a quart of ale" and move on with the scene.
Want to buy a sheep? Two skillings. Want to hire a skilled professional for a month? Two marks. Etc.
Having the standard price being two units (instead of one) allows us easily to buy sheep (or whatever) from where they are in abundance (single skilling per sheep in a Plenty area) and then sell them where they are in demand (three skillings per sheep in a Scarcity area) ... and making a healthy profit without any merchant skill check BS, as well as avoiding unnecessary GM judgement or fiat. Plus having Plenty and Scarcity areas gives more character to the locales themselves. Scarcity and Plenty can also easily model friendly prices and stranger prices, when getting good deals from allies or bad deals from some wretch trying to make money off of you.
Another benefit to this setup is that... since there are virtually no equipment price lists, it's easy to for a greedy person with rare goods to ask double, triple or even ten times the price, which (unlike a random number) makes the difference obvious and then people can haggle about it.
Also, as most martial equipment is in the skilling/mark range, we also have some suggestions for non-standard pricing for those that care about economic realism.
Hope that answers your question.
