[quote=“Varkas,post:7,topic:45569”]
Sorry, as Jimmt said DOT == Damage Over Time. Usually something like poison.
And the example you gave is actually exactly what I meant by “mechanical effect” :). I could have said “game mechanic”. I was mainly trying to draw a distinction between “game mechanics”, which are the rules that govern the events that can happen in a game, and what you might call the “theme” of a game mechanic (there might be a better word than “theme”), which is the visual/auditory/textual representation of the mechanic given to the player.
In the example you gave of gravity hounds, the mechanical effect would be “displace the PC”, while the representation given to the player is the textual description and visual indication (i.e. the player’s avatar is now somewhere else) of what has just happened.
So to answer your main question, I think you should add as many damage types as you can make fun or interesting. I don’t think you should add damage types just because they exist in other games or in the real world unless you can find ways to give them interesting, useful and varied mechanical effects. I know that sounds a bit vague but I think games in general would be better off focusing far less on “simulationist” aspects (even if the thing you’re “simulating” is a fantasy world) and instead prioritising solid gameplay systems.