There's a lot of games where you only have a single character, and many more where, even if you have multiple characters, it is not practical to cover a broad range of damage types, given that nonmagical characters might only have access to one or two damage types, so unless you're running a rainbow wizard party, you probably can't access more than a few damage types. And, of course, creating a game that is simply unplayable unless you have the right spread of party composition, something which you can't know in advance, is probably off the table. So that means the game can be completed with any spread of characters. Which means damage type necessarily ceases to matter (especially given the fact that you are most likely locked in by late game).J1M wrote: β February 5th, 2026, 21:24Hence why encounters should test a party instead of an individual. A game with great design will create a variety of situations where different characters are the MVP across various encounters.
The game would therefore have had to be designed with the idea of characters being able to deal multiple types of damage from the beginning: For instance, a guy with a longsword might be able to deal slashing damage by swinging his sword, piercing damage by stabbing with it, and bashing damage by striking someone with the pommel, all without ever having to give up his sword and sword-related skills.
