DmQ said:
I have been slowly fashioning a home brew and one of the sticking points for me is how to allow players to compete for godhood without the paradox of the gods simply snuffing out the players. For that matter, if the gods are supposed to be in control of magic and other things, why do they even allow mortals to wield it?
If I where a god, the last thing I would do would be to give others the tools necessary to take my place.
What is your take on this conundrum?
If that is the campaign you want to run, then there a couple of options that I can think of.
You can make some wacky magical item or secret that gives mortals, if not the upper hand, the chance to kill a god. A weapon lost to the ages and wielded by the now dead war god might grant the player immunity to divine salient powers (of course the god is still going to be damn tough).
There can be a way to reduce the gods actual power. Forgotten Realms did this in the Time of Troubles, when the gods had to walk in mortal form.
You may simply dicate that gods aren't that powerful. Gods may be a cut above the rest, but not by any means almighty. Tolkien used this method (though he did not allow mortals or elves to ascend to godhood, he allowed gods to be defeated by mortals).
You could let the players progress to about 100th level. At that point, the gods really would have a tough time fighting them (at least as far as the rules in Deities and Demigods go).
As to why gods allow mortals to have this power, the answers are varied. Perhaps some gods grant the power to the mortals so that they can defeat their enemies. Perhaps there was divine dictate from an overdeity. Arcane magic need not come from the gods. Divine magic may not be able to be "turned off". A god, simply by being a god, may not have the ability to not grant spells (3e supports this, while 2e did not really). The gods may not be permitted to intercede in several important ways. Of course, the players should have to deal with these same problems when they become divine.