Sure, by “luck” I would be happy to mean “any version of luck, experience, magical blessing, and other form of plot protection you think works for the character and the game.”
Sure! Good starting point and oftentimes would be worthwhile... but it never needs to be a hard and fast rule. If someone gets hit with a Poison attack first round and then an Acid attack second round and then a Radiant attack third... the one that causes the most damage or came off a crit or was the killing blow or had a failed save or some other major factor would probably be the one that gets used as the exemplifier of what happened in the fight after the fact. So it probably ends up being results oriented as opposed to specific attack type oriented.IMO examples of those "narrative points" determined after the fact would include any situation in which the damage type is relevant via the rules (poison is the most famous case), and anytime a creature reaches 0 hit points.
I get what you're saying, but as I've said before, personally I need damage types to matter if the rules make them matter.Sure! Good starting point and oftentimes would be worthwhile... but it never needs to be a hard and fast rule. If someone gets hit with a Poison attack first round and then an Acid attack second round and then a Radiant attack third... the one that causes the most damage or came off a crit or was the killing blow or had a failed save or some other major factor would probably be the one that gets used as the exemplifier of what happened in the fight after the fact. So it probably ends up being results oriented as opposed to specific attack type oriented.