Roleplaying games have a long history of specific damage types being more or less effective against different creatures.
I understand the narrative nature of the Genesys system eschewing many of these fiddly bits for the sake of simplicity, however damage types and immunity/resistance/vulnerability is still part of many genres: Skeletons are resistant to piercing damage, undead are vulnerable to a divine/holy elemental. Elemental creatures made from, thus immune, to one type of energy, while completely wrecked by its opposite.
Fellow GMs and setting creators, how will you, if you plan to, handle this?
I have some ideas of how I plan on handling this.
Current D&D has a good approach on damage. Loosely define some damage types, and then there are four states of damage variation: Immune, take no damage from that damage type. Resistant, take half damage (probably round down) from that damage type. Vulnerable, take double damage from that damage type. Null state, damage is applied normally. I can see myself using this approach since it's intuitive and requires very little bookkeeping on my part, other than knowing what damage a type is and whether or not the target has any sort of modifier against it.
Another way, instead of damage x0, x½, or x2, could grant additional defense or soak vs. a damage type. In a Modern setting where things like Bulletproof vests, or even Firefighter gear could easily represent a damage resistance to certain types of damage. A firefighter in full firefighter gear might have an additional soak against fire damage. So when they charge into a burning building to save someone they'd be more protected against fire specifically, but wouldn't be any more or less protected than normal against the rubble falling on them.