Negflar2099
Explorer
This is (IMO) incredibly cool. While not right for every campaign killing the Gods is an awesome option and by the sound of it if the DM didn't want to allow that all they have to do is keep the PCS from getting their hands on the tools they need to really do the deed.
Basically there's one view of Gods where they are capital G GODS that are meant to beyond a mortal character's (or his players) understanding. This is a very modern western view of Gods that is based on the idea that these (or the one and only) beings is all powerful and all knowing and immortal. Much like finding out how sausage is made seeing the stats of a God takes away some of the magic for some people reducing Gods to gods and basically making them like every other mortal being. Under this view Gods would have infinite abilities that could never be shown on a stat block.
But that's not the only view of Gods that exists. Other cultures (Greek and Romans for one) saw Gods as very much like mortal beings with mortal likes and dislikes and with mortal failings and flaws. While insanely powerful these Gods were not all knowing or all powerful and certainly could be killed. Ragnarok is all about the Gods dying after all. If the Gods can be killed that means they have finite abilities and any finite ability (no matter how powerful) can be made to fit into a stat block.
Now the way D&D does it (and has always done it) is to follow the second path and make Gods flawed and ultimately killable beings. If you want to change that for your own game that's fine (and in fact Eberron pretty much goes in that direction on some levels) but realize that's not the usual D&D concept. Maybe that turns the magical into mundane but not everybody sees it that way. Like I said Ragnarok was about killing the Gods and for a more modern example in comics Gods get hurt and die all the time.
The point is that D&D supports both models. It may favor the second but the first is definitely doable.
But for those who support the second concept I can only say good hunting.
Basically there's one view of Gods where they are capital G GODS that are meant to beyond a mortal character's (or his players) understanding. This is a very modern western view of Gods that is based on the idea that these (or the one and only) beings is all powerful and all knowing and immortal. Much like finding out how sausage is made seeing the stats of a God takes away some of the magic for some people reducing Gods to gods and basically making them like every other mortal being. Under this view Gods would have infinite abilities that could never be shown on a stat block.
But that's not the only view of Gods that exists. Other cultures (Greek and Romans for one) saw Gods as very much like mortal beings with mortal likes and dislikes and with mortal failings and flaws. While insanely powerful these Gods were not all knowing or all powerful and certainly could be killed. Ragnarok is all about the Gods dying after all. If the Gods can be killed that means they have finite abilities and any finite ability (no matter how powerful) can be made to fit into a stat block.
Now the way D&D does it (and has always done it) is to follow the second path and make Gods flawed and ultimately killable beings. If you want to change that for your own game that's fine (and in fact Eberron pretty much goes in that direction on some levels) but realize that's not the usual D&D concept. Maybe that turns the magical into mundane but not everybody sees it that way. Like I said Ragnarok was about killing the Gods and for a more modern example in comics Gods get hurt and die all the time.
The point is that D&D supports both models. It may favor the second but the first is definitely doable.
But for those who support the second concept I can only say good hunting.