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<blockquote data-quote="Mouseferatu" data-source="post: 4768239" data-attributes="member: 1288"><p>I'm going to nitpick here. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite2" alt=";)" title="Wink ;)" loading="lazy" data-shortname=";)" /></p><p></p><p>I think it's far more than a flavor effect. If you go back and look, it's not "some ritual" that needs to be performed. It's a very specific quest--usually multiple adventures' worth. It means that deities <em>cannot</em> be slain permanently until/unless the DM decides to make it possible and sets up how to do it in advance. <em>Everything</em> else, from demon lords to primordials, is (at least potentially) killable once the PCs find it. (Assuming PCs powerful enough to do so, but that's true of anything, really.) Obviously, a DM can (and should, IMO, if it's appropriate to the campaign) rule by fiat that other beings also require rituals or special circumstances to permanently kill. A good example of this would be the old-edition requirement that an arch-fiend can only be permanently slain on its home plane. But only gods have that fiat built-in, for even the most by-the-book groups.</p><p></p><p>But also, keep in mind that the discorporation ability means that the PCs will never face the god at full strength until/unless they have the means to slay it permanently. Since the god discorporates at "bloodied," it means the PCs <em>never</em> have to fight it until it drops, unless it's already vulnerable.</p><p></p><p>I'd argue that those two facets make fights against gods <em>very</em> different than fights against other, even equally powerful, beings. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Mouseferatu, post: 4768239, member: 1288"] I'm going to nitpick here. ;) I think it's far more than a flavor effect. If you go back and look, it's not "some ritual" that needs to be performed. It's a very specific quest--usually multiple adventures' worth. It means that deities [i]cannot[/i] be slain permanently until/unless the DM decides to make it possible and sets up how to do it in advance. [i]Everything[/i] else, from demon lords to primordials, is (at least potentially) killable once the PCs find it. (Assuming PCs powerful enough to do so, but that's true of anything, really.) Obviously, a DM can (and should, IMO, if it's appropriate to the campaign) rule by fiat that other beings also require rituals or special circumstances to permanently kill. A good example of this would be the old-edition requirement that an arch-fiend can only be permanently slain on its home plane. But only gods have that fiat built-in, for even the most by-the-book groups. But also, keep in mind that the discorporation ability means that the PCs will never face the god at full strength until/unless they have the means to slay it permanently. Since the god discorporates at "bloodied," it means the PCs [i]never[/i] have to fight it until it drops, unless it's already vulnerable. I'd argue that those two facets make fights against gods [i]very[/i] different than fights against other, even equally powerful, beings. :) [/QUOTE]
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