Being stretched thin does make Asmodeus weaker. Even if there are literally ten million Asmodean clerics stretched across a million Material Planes, most can't communicate with each other across planar divides. They have no ability to work together to perform any great deeds, and may even end up working at cross-purposes at times. Whereas there may be only a few hundred Banite clerics in Faerun, but since they were a very organized group in Ravenloft, I imagine that's also the case in the Realms as well (the faith hasn't taken over Ravenloft because it's under a curse where it will never be able to gain a foothold in any domain other than Hazlan and Nova Vaasa).
Now, is Asmodeus actually gathered a large chunk of spellcasting clerics and warlocks in one area, they'd definitely beat Bane's clerics--but he hasn't done that so far.
I don't think it makes him weaker
overall. I think it could make him weaker in the particular prime plane... but in every plane we have Bane, Asmodeus is also a god. So he is equal in power to Bane in Faerun and Exandria, then has hundreds of thousands of additional strongholds of various strengths.
This would mean that taken all together, Asmodeus is stronger, far stronger.
But anyway, all of this is besides the point. There's no particular reason to have evil gods, but then again, there's no particular reason to not have them either. And no reason why you can't have both evil gods and arch-fiends. Arch-fiends could be the generals of the evil gods. Or they could have their own little Blood War and are keeping each other so busy fighting amongst themselves that they aren't constantly attacking the Material world.
I agree with you. We could do many things. However, what I have been attempting to do is to demonstrate that the two biggest supporting reasons for evil gods that have been given :1) They are the only source for evil clerics and 2) They are far more powerful than Demon Lords and Archdevils. Are incorrect.
By demonstrating this, I'm hoping to show that yes, there is no particular reason not to change things, because the practical differences are minuscule.
However, I think there's one thing you're forgetting when you said "that if we are considering Archfiends to be in a near infinite number of planes" which is: none of those planes exist unless the DM wants them to. I, personally, don't have that sort of multiverse in any of my homebrew settings, and it plays only the most minor of parts in my Ravenloft games (and only then in the sense of, if you're playing an Outlander, you came from "another world."). Asmodeus has no presence on millions or billions of worlds because there aren't millions or billions of worlds. If I were to run a Planescape or Spelljammer game, that might change, but I haven't run one of those yet, and I probably won't. And if I did run something Planescape like, it would probably be one world and it's associated planes.
And I have a sneaking suspicion that a majority of DMs are like that. I'd guess that actually relatively few DMs really care about the multiverse, especially in the sense of how it powers the various gods.
I wasn't going to argue on a mulitversal level to begin with, but then Maxperson began insisting on it, and no one has really stepped in to say that isn't how it is supposed to work until you have.
The designers have indicated their intent multiple times to have the multiverse be real, from Dream of the Blue Veil to the new Echo of Dragonsight, so, at least from the designers standpoint, it is a legitimate position. And since homebrew could adjust the power anyways, and the question is more looking towards what the consequences of that would be, looking at the wider multiverse makes sense.
Well, what would you like it to be?
In a much earlier post ITT, I posited that gods can actually create a permanent thing out of nothing. How much a god can create on its own probably depends on its power level and portfolio, but it's something. Arch-things, no matter how powerful they are, can't create ex nihilo. They can transform something that exists into something else (again, probably depending on its power level and portfolio), but they have to have an existing thing first.
So that's my practical difference.
For me I have no practical difference. But if the only part I cared about in this discussion was what my own personal homebrew is, then I'd have been done with this conversation a week ago. The point of the OP, and the direction of the discussion is to find practical differences in the larger canon game.
Does it matter in the face of wanting to homebrew? No, it doesn't. But I still find it a worthwhile discussion.
Or you could go with this. That being a god means you finally got accepted into the god club, and arch-things are just too déclassé to be allowed in. Not being in the god club means any mortal who worships you is going to be seen as slumming it. There's probably some arch-things who have wheedled their way in by being PAs or arm-candy for some of the gods.
Yeah, OK, this is also silly, but it's still plausible. I mean, they probably wouldn't use that sort of terminology, but who knows?
Sure, but that is clearly not the intent of the designers. Their intent is the thing we are looking for. I don't need justification to make the changes I have already made.
Physically, yes, Jazirian would be weaker than Bane. The two gods may have equal powers, but they're expressed differently. Now, if Jazirian was given the opportunity to, I dunno, create a field of peace and love around it, then Bane would at have at least a chance to succumb to it and end up being too mellow to fight.
I agree.
So in reading up on Zargon of the FR Wiki. One, Zargon is a GOO, and it's safe to say that they work differently than gods or arch-fiends. Two, it appears that Zargon had "god-disrupting powers" and Asmodeus was immune to them because it's implied that he wasn't a god at the time. Three, Zargon had just been in a multi-day battle with a barbarian named Zenkar until Asmodeus took over the battle, which probably tired him out a bit. Four, Asmodeus killed off large amounts of Zargon's followers ahead of time, and offed most the rest while sealing it into stone, so if gods do need prayer badly, Zargon is SOL.
So basically, Asmodeus is a kill-stealer who managed to fit in the "no gods" loophole. It's kind of a "no man born of woman" thing. It's not really about power here.
Well, there are some interesting things here though, aren't there? Why would killing off Zargon's followers matter? He is a GOO, not a God, so his follower's shouldn't be a factor at all. If they are, then any being with worshipers is empowered by those worshipers.
I admit I had forgotten about the God-Disrupting field, but that just raises questions of how that would work.
Well again, you would have to figure out what godhood actually means. So far, the 5e books don't say, so you have to make stuff up. It could be the creation thing I came up with; it could be that a god can make ten clerics for every one an arch-thing can make; it could be there's no practical difference.
It could even be that "god" is a species: you are born a god, or a god passes its divine DNA onto a mortal being via spiritual horizontal transfer when it dies, or maybe you're actually the descendant of a god and a mortal and your god-genes activated--but unless you have those god-genes, you're not a god. It's then just a question if arch-things can engage in god-diablerie.
The problem with saying that if Asmodeus is powerful enough to kill Bane, that it doesn't support having evil gods in a setting--well, then why have good or neutral gods either? Why not send Asmodeus after Tymora, or, I dunno, Psilofyr?
This is missing the question in favor of looking at the counter-evidence.
The question is "what is the role of evil gods, when Archfiends and Demon Lords fill the same niche"
One of the answers given is that "gods are far more powerful than those lesser beings, so to have the biggest threats and to threaten the good and neutral gods, you need evil gods."
However, if it can be shown that Demon Lords and Archdevils CAN be as powerful as gods, then that answer is null. Gods aren't more powerful, so the Demon Lords and Archdevils can threaten the gods of good and act as the most powerful antagonists. Meaning that role is not exclusive to evil gods.
See, this gets into another question: where do gods come from? Did they come before mortals or did mortals dream them up? (If they came before mortals, then they probably can't need prayer to survive, because they would have died out before they invented mortals. Unless there used to be ambrosia a-plenty but it's all gone now.) Did they always have the same portfolios, or any portfolios at all, or did mortals decide that Bane was going to be the god of war and conquest? Was he always evil, or did he start out OK until mortals decided that war and conquest were generally evil things? Which came first, the god or the alignment?
I ask this because, as I also said earlier ITT, four of the six the orc gods don't have evil portfolios, but they're listed as evil because, well, orcs are Always Evil, so of course they would have Always Evil gods. They have an Evil god of Evil strength and loyalty, and an Evil god of Evil hearth and home.
Which is silly--sillier than a the god club. It's The Sims silly, where an Evil character eats Evil breakfast and takes Evil showers.
So, if you're questioning as to why there needs to be evil gods in a setting, figure out whether those gods actually need to be evil in the first place. Bane is war and conquest, but maybe he isn't conquering poor innocents and bringing forth a tyranny of brutal misery. I'm no expert on Hinduism, but according to Wikipedia, the goddess Kali "destroys the evil in order to protect the innocent." What if you change Bane to be similar. His purpose could be to destroy corrupt and evil nations and groups. You get some leeway of "what counts as a corrupt," which I'm sure some followers will take to mean "anyone I don't like," but it doesn't have to be like that.
This is actually one of the major changes I did make. I like the idea that gods thrive on worship, but I can't square the circle of worshipping a being like Bane or Nerull who are evil for the sake of evil. So, I took a page from a poster in GiTP and made sure that all my gods had a legitimate reason to be worshipped. Beyond, I worship them because they are dangerous, because if that is the logic then everyone should worship Demon Lords, because they are also incredibly dangerous.
For Bane, I made him "The Iron Lord". He is about military and strict heirarchy, and he isn't "evil" in my setting as much as he is uncaring. He's looking at the big picture of making sure Humanity survives, no matter what.
For a being like Nerull... I just made him a Demon Lord. That makes so much more sense, since his goal is the destruction of everything, which is the basic goal of demons everywhere.
If I had a tertiary objective to showing that gods aren't necessarily more powerful than other beings, it would be to begin classifying these beings more by their goals and methods than by calling them all gods. Why have a Goddess of the Seas when you can have a primal spirit? Why have a God of Disease when you can have a Demon Lord? If being a god doesn't seem to make any practical difference, then we can expand the types of beings and make things more coherent. Or make everything a god, that method works too. I just find it more boring.