Equipment will not be a priority in Gobbos, nor will encumberance. Some basic concepts will be provided to give you some ideas but common sense and personal judgement are expected.
Likewise specific detailed weapons will not be used, the fact is that most weapons served equally well at killing a man/creature for the size they are expected to work against. A sword or a mace or an axe makes very little difference once it is lodged in your skull. The main area that effects weapon use is the size of your opponent. In fantasy rpg's you get to face some very big creatures and where a dagger may kill a man it simply will have almost no effect on a dragon, even if it penetrates the hide. Likewise an arrow may stop a man or even a horse but will have considerable problems with an elephant (although arrows did annoy them). In these cases you need to provide a vulnerability, a special condition under which the monster can be defeated.
Generalisation is the name of the game, so where in other games you may have to select everything you need to take with you, in Gobbos we will simply use 'packs' with appropriate names and assume you had the good sense to put all the right things in there. Each 'pack' will be assumed to contain anything you want, as long as it is relevant to the theme of the pack, in a broad sense.
Some packs may deplete, for eg Supply Packs that are assumed to have perishable food, or Ammunition Packs when used in combat etc. A specific adventure or event may require you to expend a specific type of pack to progress the story (but be sure to have options in case they dont have the pack you want). Sometimes depletion will be decided by a roll, eg you manage to recover the material after using it. Sometimes depletion is limited by results, eg ammunition may deplete during a combat, but if you win you can recover some of the ammo. You may be able to create packs as you go along, eg Scrounging might be used to find food to provide a Supply Pack.
Supply Packs.
Adventuring Pack (5): all the wilderness stuff you would expect a boy scout to have - rope, some tinder, a flint, a map maybe, a compass if your game has such wonders, bed rolls, blankets, warm clothes, rain coats, 10' poles, small amounts of money, beads, a tarp etc.
Labyrinth Pack (5): all the stuff you would expect to take with you as a spelunker - rope, lantern, torches, oil, candles, a pick etc.
Supply Pack (5): food and water and other consumables of a dietary type.
Ammunition Pack (5): for bows, slings, crossbows, javelins, rocks, bullets, arrows, bolts, knives etc.
First Aid Pack (5): medical supplies, bandages, herbs, ointments, salves, antidotes, healing potions etc.
Arcane Pack (5): ingredients for spells and incantations and rituals
Divine Pack (5): ingredients for spells and incantations and rituals
Shaman Pack (5): ingredients for spells and incantations and rituals
Artificer Pack (5): gear and tools, spare parts, trap materials.
Alchemy Pack (5): portable kit for collecting materials that might be used for alchemy, and utensils to perform simple alchemical functions out in the field.
The GM may request you to expend a pack to fulfil some game requirement, either related to the story, to usage or circumstance. This may be a set cost, it may be related to whatever skill is being used and the roll related, or a roll to see if a pack can be recovered. Events may require you to expend a pack or roll to expend one (such as combat). Time and use may see you expend a Pack, after all there is only so much stuff in a single pack and to keep pulling new stuff from an old pack is a little unreasonable. Players may also play cards to allow them to roll to gather or create packs during play, sometimes this may require a skill roll.
Whenever a pack usage would be indicated, and classic examples are ammo and first aid, check the dice roll of the skill used to expend the pack (eg a Shooting roll). If any of the dice rolled (any of them at all) show a 1 (and are not re-rolled away) then the pack suffers usage. Mark off 1 of the 5 boxes.
Most packs will have 5 usages, that is to say that you can draw from the pack when an event requires it. Eg you can draw rope from an Adventurer's Pack 5 times, but rope gets damaged and weakens with time and this is what is reflected by a limited usage - the gradual deterioration of goods. Where the materials can be expected to be recovered, ie you have TIME and you keep the rope or you collect arrows etc, then you may ask to recover usage through a skill roll. In most circumstances this will be a Scrounging roll vs a target of average (4) for one recovery, plus another for each Boost, upto the limit of 5.
The ability to avoid a usage checkoff can also be reflected as good management of resources, good packing, good luck and skillful usage.
Eg Harold the Green is using a bow, each time he shoots he will mark off an ammunition usage if he rolls any 1's on his Shooting skill roll.
Main weapon - 1d6
Light - 1d4 and 1 extra card
Heavy - 1d8 and 1 extra card but discard the highest.
Two handed - +1 dice type.
Bow - 1d6 damage, 2 range
Heavy Bow - 1d8 damage, 3 range
Crossbow - 1d6 damage, 3 range, reload
Heavy Crossbow - 1d8 damage, 3 range, reload
Sling - 1d6 damage, 2 range
Dagger - 1d4 damage, 1 range, counts as Light.
Javelins - 1d6 damage, 1 range
Light (1pt)
Medium (2pts)
Heavy (3pts)
Extra Heavy (4pts)
Shield (+1 Defence or Armour)
Large Shield (as Shield + 1pt of Cover)
Horse - overland movement bonus.
Cavalry - can be used as a mount in combat.
War - can be used as a mount in combat and to attack with or as a 'support'.
Mule - increased overland carry capacity
Wagon - increased overland carry capacity, but slows overland movement.
Heavy - as Wagon but only usable on trails or roads.