The problem with a question like that related to gamebooks is that gamebooks were originally books, and even now with very few exceptions stil function on the basis that the player is left to the stat calculations and random number generation.
this means that they tend to use bog standard D6 for rolling (though Lone wolf had a 10 digit action chart you dropped a pensil on to effectively roll a D10), and also limit the amount of stats to the player needs to record.
Generally only at most four stats, eg, strength, staminer, luck and faith sometimes as few as two, (the bog the standard fighting fantasy system which the ffproject books are based on used four).
Occasionally these would be combined, ---- for instance strength pluss skill together equaling a characters combat value which was tested against enemies, but generally there were few core stats.
That being said, one technique often employed by gamebooks is the use of tables and modifyers which can sometimes involve more numbers.
In Lone wolf for instance, you take the difference betwene your combat value and your opponents', roll a D10 (or drop a pencil onto the action chart), and look up the result on the combat table which tells you how many endurance points you and your opponent both lose, so there are quite a few numbers.
the new advanced combat rules on the chronicles of arborell take this even further and give you lots of things to play with like maneuvers and targits, all controlled by tables (something I'd stil like to see automated if at all possible).
Also remember though, all this applies only to gamebooks in the past which were reliant upon the user.
Have an inbuilt calculator and stats system and your almost inviting people to do more interesting things with it.
With our dreaming and singing, Ceaseless and sorrowless we! The glory about us clinging Of the glorious futures we see,
Our souls with high music ringing; O men! It must ever be
That we dwell in our dreaming and singing, A little apart from ye. (Arthur O'Shaughnessy 1873.)