They seem to want us to be the DM as well though and write a story either for them to run their players through as a DM or to try on the DM as a player. But the acceptable answers given following methods that the OP rejected earlier when we were speaking more generally, which begs the question of how well they could be run even if presented as full, pre-written modules.
Or perhaps I thought of a cool idea and wanted to see how it stacks up with other peoples cool ideas. Yes there is a good chance that if I’m really stricken with someone’s answer. That I will use it as the ground work for a future idea (as everyone does with everything not 10,000% “original idea”)
I’ve never asked anyone to write out an entire plot line for me to run a story off. I’m simply looking for people to be creative. “You can’t” is not all that creative, picking between the pre built DM answers is not all that creative, trapping a god into a multiverse where their essence is scattered across the numberless versions of reality seems like a pretty creative idea.
but we keep coming back to the same issue. You don’t seem to like the question, but you also seem determined not to just ignore the thread.
Sometimes questions are just poorly asked, and get similar quality response in turn. If you don't like the feedback you get, sometimes you have to reflect on how you're asking, or what you're asking for.
"How do you kill a god in 5e?" Well, as you know, since 5e doesn't stat gods outside of avatars that are known to be diminished representations of said gods, that does in fact put the burden on the DM to figure out mechanically what a god is in their game. Or if they still say gods are invulnerable to any sort of offense or attack represented by the existing mechanics of 5e, they then have to figure out some narrative mcguffens or hoops to go through to "take down a god." They also have to consider precedent, would this methodology be open to every entity in the pantheon or does the method only (possibly) work against this specific god. You don't like the response "homebrew or narrative handwavium" then it's sort of on you as the interlocutor who started this thread to present/model an example of what you're thinking. That would be more productive than assessing the board's usefulness to you, and efforts at dissing the community as being bound up in mechanics (easily disproved by posters). I mean you keep coming back to the responses right?
Rollback Post to RevisionRollBack
Jander Sunstar is the thinking person's Drizzt, fight me.
They seem to want us to be the DM as well though and write a story either for them to run their players through as a DM or to try on the DM as a player. But the acceptable answers given following methods that the OP rejected earlier when we were speaking more generally, which begs the question of how well they could be run even if presented as full, pre-written modules.
Or perhaps I thought of a cool idea and wanted to see how it stacks up with other peoples cool ideas. Yes there is a good chance that if I’m really stricken with someone’s answer. That I will use it as the ground work for a future idea (as everyone does with everything not 10,000% “original idea”)
I’ve never asked anyone to write out an entire plot line for me to run a story off. I’m simply looking for people to be creative. “You can’t” is not all that creative, picking between the pre built DM answers is not all that creative, trapping a god into a multiverse where their essence is scattered across the numberless versions of reality seems like a pretty creative idea.
but we keep coming back to the same issue. You don’t seem to like the question, but you also seem determined not to just ignore the thread.
There is literally no mechanism for that bolded solution, though. It only works if the DM allows it to work. The very existence of such a multiverse is reliant on the DM, as is any mechanism by which the deity might be trapped there.
It is thus just as much a 'pre-built DM answer' as any other.
This is what is so frustrating about this.
THIS IS A GREAT ANSWER
also i gave a reason of why you should not kill a god .
They seem to want us to be the DM as well though and write a story either for them to run their players through as a DM or to try on the DM as a player. But the acceptable answers given following methods that the OP rejected earlier when we were speaking more generally, which begs the question of how well they could be run even if presented as full, pre-written modules.
Or perhaps I thought of a cool idea and wanted to see how it stacks up with other peoples cool ideas. Yes there is a good chance that if I’m really stricken with someone’s answer. That I will use it as the ground work for a future idea (as everyone does with everything not 10,000% “original idea”)
I’ve never asked anyone to write out an entire plot line for me to run a story off. I’m simply looking for people to be creative. “You can’t” is not all that creative, picking between the pre built DM answers is not all that creative, trapping a god into a multiverse where their essence is scattered across the numberless versions of reality seems like a pretty creative idea.
but we keep coming back to the same issue. You don’t seem to like the question, but you also seem determined not to just ignore the thread.
There is literally no mechanism for that bolded solution, though. It only works if the DM allows it to work. The very existence of such a multiverse is reliant on the DM, as is any mechanism by which the deity might be trapped there.
It is thus just as much a 'pre-built DM answer' as any other.
This is what is so frustrating about this.
Perhaps. In my mind a pre built answer is something along the lines of “that item the DM has mentioned no less then a dozen times. The one that they keep heavily stressing was once used to injure/kill a god”. Or in other words the difference between using the world to come up with you own answer VS. using the answer the DM specifically crafted and handed to you on a silver platter.
I don’t bog myself down with the whole “well if the DM agrees” process because I feel it goes without saying. If a DM says shapeshifting doesn’t exist in their world, then it doesn’t really matter that my character wanted to pick up polymorph. But if the DM is asking what I want to change something into, I’m not going to assume they disallow shapeshifting effects.
Sometimes questions are just poorly asked, and get similar quality response in turn. If you don't like the feedback you get, sometimes you have to reflect on how you're asking, or what you're asking for.
"How do you kill a god in 5e?" Well, as you know, since 5e doesn't stat gods outside of avatars that are known to be diminished representations of said gods, that does in fact put the burden on the DM to figure out mechanically what a god is in their game. Or if they still say gods are invulnerable to any sort of offense or attack represented by the existing mechanics of 5e, they then have to figure out some narrative mcguffens or hoops to go through to "take down a god." They also have to consider precedent, would this methodology be open to every entity in the pantheon or does the method only (possibly) work against this specific god. You don't like the response "homebrew or narrative handwavium" then it's sort of on you as the interlocutor who started this thread to present/model an example of what you're thinking. That would be more productive than assessing the board's usefulness to you, and efforts at dissing the community as being bound up in mechanics (easily disproved by posters). I mean you keep coming back to the responses right?
I love homebrew answers. My issue with hand waving is that it’s often just that. The players are told they could do something, and the response is “I do it” when asked how, the answer is often just “well however you (the DM) would have allowed me to”. The player has offloaded the entire process to the DM, but saved themselves the option to gripe and moan if the DM’s story doesn’t turn out how the player wants. I dislike blanket hand waving because it’s often just a recolor of a railroaded campaign, but the railroad is the players fault instead of the DM’s
First, the answer the DM came up with was creative. It was just the DMs creativity.
Second, using things in the world is still using the DMs creativity. It was the DM who created that world and all of the things in it that you are using. Moreover, it still only works if the DM allows it. Third, it may even reflect not that you are being creative, but that you aren’t listening to the world the DM has built e.g.
Player: “I want yo spread the god’s essence around the multiverse.”
DM: for the sixth time, there is no multiverse, and this campaign is about saving the princess.
Step 1: Say with all authority and conviction "I want to kill a god"
Step 2: ???
Step 3: Profit
Seriously, as a player, and without DM support, it is impossible. If i were the DM, and I were to allow/want the players to do so, It would have to be exploiting an individual weakness of the god in question, requiring research that might by itself take multiple quests, probably would involve seeking the wisdom of ancients (probably a lich) or making a deal with a literal arch-devil for knowledge. Exploiting the weakness itself would require obtaining McGuffins "x" "y" and "z"; "x" to get into the god's realm undetected, "y" to assume the avatar form of a different enemy deity, and "z" to survive the transformation into the avatar. Then, after infiltrating the god's realm, assuming the form of the avatar, and fighting and slaying the god, you would immediately die.....
...****y to be reborn as the god in question, because killing a god is easy (at least on a cosmic scale), but what you don't realize is that, much like the Santa Clause, godhood is a title and a job, not a person. "z" wasn't to save your original form, only to prepare it to receive your new one. So you become the next version of the god, and your mind and body are fairly quickly subsumed into that of the gods original one, until there is practically no difference between you and the god you once desired to destroy. This cycle repeats with the next "hero" who seeks to slay you, and you let them, laying the path they travel to do so (even though it is super super hard to them), because the last little spark of your original identity loathes what you have become, and desires nothing more than the emptiness of unbeing, which is what you know awaits you since there is no "heaven" for those who ascend.
Currently doing a Rogue (mastermind) who is forming a cult. The cults focus is removing the Twilight priests/clerics. (Mostly Ilmater). DM mentioned if I keep growing followers I might gain divinity and that because I'm focusing down on ilmater's followers he is getting weaker. Ironically last session ilmater kept me from dying. (Trying to use compassion to curb my pcs anger).
So seems to kill a God, start a cult and attack worshipers of said God. At least in this campaign
If gods are basically accretions of faith given form, substance and power, then killing them can only be done by stopping the accretion. So, if killing the followes isn't allowed, I'd say blocking their faith is the only option. How to do that? Well, I dunno. Place them all in a locked crystal sphere? Are those still a thing in 5e? Cast Geas on all of them and force them to woeship other gods?
It would be quite an undertaking, regardless.
Sneakily enter every place of worship, and change the altars, icons, religious texts? Slip an officially signed and annotated note into the lining of 'Grom's Book of Strength' stating that all worship of Grom the Strong is really worship of Glim the Weak. Would that work? Can faith be stolen? =)
Rollback Post to RevisionRollBack
Blanket disclaimer: I only ever state opinion. But I can sound terribly dogmatic - so if you feel I'm trying to tell you what to think, I'm really not, I swear. I'm telling you what I think, that's all.
My theory, which was admittedly stolen from Planescape: Torment, was to build a weapon from residuum, imbue it with the blood of an immortal, and temper it with anti-magic.
First you become a sorcerer of wild magic that, incredbly, survives to become epic leveled. Then begin converting sorcery points to the point you are so suffused with magic you are recognized by all you have crossed paths with as a power to rival the divine. Then you absorb the powers of a primordial hunger to become multidimensional. Finally you get a group of adventurers to do it for you because really it's beneath you now.
I'm on the final step, I'll let you know how it goes.
The single best way I have ever heard of anyone defeating a god was by using an epic high level ritual to delete the gods Name from existance; the act of doing so effectively cut off the flow of faith/worship that is integral to a god's continued existence.
Also I'm just going to throw out that god slaying isn't the kind of thing you do casually or on a whim in a well constructed campaign/setting; Gods are effectively Faith engines that are typically part of some greater cosmological framework as opposed to just "really strong dude". If you go breaking it that is going to have incredible heavy duty consequences for everyone.
Also I'm just going to throw out that god slaying isn't the kind of thing you do casually or on a whim in a well constructed campaign/setting; Gods are effectively Faith engines that are typically part of some greater cosmological framework as opposed to just "really strong dude". If you go breaking it that is going to have incredible heavy duty consequences for everyone.
My current plan revolves around using a physical piece of the god as a focus point. Then through a powerful ritual, summoning the god (in physical form) onto the material plane. The catch to that however, is that there exists divine barriers separating the material realm from the other realms. The gaps in these barriers (like gaps in a fence or net) are large enough for smaller/less powerful beings to pass through, but prevent anything too big from passing through. The sheer level of durability of these barriers also prevent them from breaking under even the most intense of force.
Basically imagine if you forced a cow through a chainlink fence. A chainlink fence that won't bend/break, under that pressure of having a MF'ing cow forced through it.
Also I'm just going to throw out that god slaying isn't the kind of thing you do casually or on a whim in a well constructed campaign/setting; Gods are effectively Faith engines that are typically part of some greater cosmological framework as opposed to just "really strong dude". If you go breaking it that is going to have incredible heavy duty consequences for everyone.
My current plan revolves around using a physical piece of the god as a focus point. Then through a powerful ritual, summoning the god (in physical form) onto the material plane. The catch to that however, is that there exists divine barriers separating the material realm from the other realms. The gaps in these barriers (like gaps in a fence or net) are large enough for smaller/less powerful beings to pass through, but prevent anything too big from passing through. The sheer level of durability of these barriers also prevent them from breaking under even the most intense of force.
Basically imagine if you forced a cow through a chainlink fence. A chainlink fence that won't bend/break, under that pressure of having a MF'ing cow forced through it.
That is pretty close to how hamburger is made (or any other ground meat)
I mean yeah. that's basically the idea. how else are you suppose to make the God burger.
Also I'm just going to throw out that god slaying isn't the kind of thing you do casually or on a whim in a well constructed campaign/setting; Gods are effectively Faith engines that are typically part of some greater cosmological framework as opposed to just "really strong dude". If you go breaking it that is going to have incredible heavy duty consequences for everyone.
My current plan revolves around using a physical piece of the god as a focus point. Then through a powerful ritual, summoning the god (in physical form) onto the material plane. The catch to that however, is that there exists divine barriers separating the material realm from the other realms. The gaps in these barriers (like gaps in a fence or net) are large enough for smaller/less powerful beings to pass through, but prevent anything too big from passing through. The sheer level of durability of these barriers also prevent them from breaking under even the most intense of force.
Basically imagine if you forced a cow through a chainlink fence. A chainlink fence that won't bend/break, under that pressure of having a MF'ing cow forced through it.
You've almost completely missed the point I was making: killing gods isn't something players should be doing since it causes *serious problems* in properly constructed settings.
As an example, during the events of Forgotten Realms "time of troubles" Ao forced all of the gods except Helm to take on avatars until such time as the tablets of destiny were returned to him. As a consequences of this a plethora of gods were killed or kidnapped and various mortals ascended to godhood. The issue with this is that two of these mortals didn't understand the responsibilities they had and either tried to brute force the Pantheon into behaving as they wanted, screwing up the afterlife or going completely buckwild evil and potentially overthrowing the whole god damn thing.
Another example is from the war of the spiderqueen in which Lolth and Elistraee went all in for the fate of the drow and various other gods from the dark seldrine got involved and got wrecked (Elistraee killed Vhaerun when he intruded on her domain, a mortal was able to vorpal seveltarm's head off, Kiaransalee had her name obliterated via high magic and Ghaunadar's avatar got stuck in an infinite labyrinth) with Elistraee realizing too late that Lolth wasn't doing this to take her out, but rather to off all the gods of the Drow so that she would be the only one left and in a position to control the fates of all dark elves.
It's like smashing walls in a house; there might have been problems with some of them but things are only going to get so much worse when they no longer have a load baring section.
You've almost completely missed the point I was making: killing gods isn't something players should be doing since it causes *serious problems* in properly constructed settings.
As an example, during the events of Forgotten Realms "time of troubles" Ao forced all of the gods except Helm to take on avatars until such time as the tablets of destiny were returned to him. As a consequences of this a plethora of gods were killed or kidnapped and various mortals ascended to godhood. The issue with this is that two of these mortals didn't understand the responsibilities they had and either tried to brute force the Pantheon into behaving as they wanted, screwing up the afterlife or going completely buckwild evil and potentially overthrowing the whole god damn thing.
Another example is from the war of the spiderqueen in which Lolth and Elistraee went all in for the fate of the drow and various other gods from the dark seldrine got involved and got wrecked (Elistraee killed Vhaerun when he intruded on her domain, a mortal was able to vorpal seveltarm's head off, Kiaransalee had her name obliterated via high magic and Ghaunadar's avatar got stuck in an infinite labyrinth) with Elistraee realizing too late that Lolth wasn't doing this to take her out, but rather to off all the gods of the Drow so that she would be the only one left and in a position to control the fates of all dark elves.
It's like smashing walls in a house; there might have been problems with some of them but things are only going to get so much worse when they no longer have a load baring section.
You may not like that mortals can kill gods, but that isn't going to change the plan or the method through which the plan will be enacted.
If a mortal is able to lay claim to a physical manifestation of a God's flesh; develop and implement a ritual strong enough to forcefully summon that God onto the material plane; And has the means to capture, process, and consume the dead God's power, then YEAH they probably deserve the glory that comes from killing (and perhaps becoming) a God.
By requesting, and then participating in, a narrative in which a god is killed. Anything is doable in stories :)
There are epic level sourcebooks, and homebrew rules on divinity - what it is, how it could be attained, how gods could be damaged and, ultimately, destroyed.
If I were DMing, I’d have you research divinity, then diminish the gods powerbase, attain minor or temporary divinity yourselves, then kill the god. This would probably require irrevocable self sacrifice in some form. We’d have a moving epilogue scene of the world after the (presumably evil) god died; a peaceful village, a smiling farmer and his kids, things like that.
I think I would say that killing a god should come down to some form of trickery or consensus. As a DM, it doesnt make sense to just FIGHT a god. Maybe an avatar, but a god themselves will always be more powerful than the pcs, even if they attained godhood, cause then it would be baby gods versus full blown god. But, as a player, I really dont want to be told that well, the god was killed by another god, or "you got the avatar! Itll be back long after youre dead!"
But I think there is a lot of satisfaction as a player in a game of dominoes. Maybe they arent the ones who strike the klilling blow, but perhaps theyve done all the planning and legwork to make it happen. They are RESPONSIBLE for the gods death even if they didnt really do it. Or artifacts can be a good way to go. A player alone cant kill a god, but a player wielding another gods power via an item? Then maybe they have a chance.
Or perhaps I thought of a cool idea and wanted to see how it stacks up with other peoples cool ideas. Yes there is a good chance that if I’m really stricken with someone’s answer. That I will use it as the ground work for a future idea (as everyone does with everything not 10,000% “original idea”)
I’ve never asked anyone to write out an entire plot line for me to run a story off. I’m simply looking for people to be creative. “You can’t” is not all that creative, picking between the pre built DM answers is not all that creative, trapping a god into a multiverse where their essence is scattered across the numberless versions of reality seems like a pretty creative idea.
but we keep coming back to the same issue. You don’t seem to like the question, but you also seem determined not to just ignore the thread.
Sometimes questions are just poorly asked, and get similar quality response in turn. If you don't like the feedback you get, sometimes you have to reflect on how you're asking, or what you're asking for.
"How do you kill a god in 5e?" Well, as you know, since 5e doesn't stat gods outside of avatars that are known to be diminished representations of said gods, that does in fact put the burden on the DM to figure out mechanically what a god is in their game. Or if they still say gods are invulnerable to any sort of offense or attack represented by the existing mechanics of 5e, they then have to figure out some narrative mcguffens or hoops to go through to "take down a god." They also have to consider precedent, would this methodology be open to every entity in the pantheon or does the method only (possibly) work against this specific god. You don't like the response "homebrew or narrative handwavium" then it's sort of on you as the interlocutor who started this thread to present/model an example of what you're thinking. That would be more productive than assessing the board's usefulness to you, and efforts at dissing the community as being bound up in mechanics (easily disproved by posters). I mean you keep coming back to the responses right?
Jander Sunstar is the thinking person's Drizzt, fight me.
THIS IS A GREAT ANSWER
also i gave a reason of why you should not kill a god .
Perhaps. In my mind a pre built answer is something along the lines of “that item the DM has mentioned no less then a dozen times. The one that they keep heavily stressing was once used to injure/kill a god”. Or in other words the difference between using the world to come up with you own answer VS. using the answer the DM specifically crafted and handed to you on a silver platter.
I don’t bog myself down with the whole “well if the DM agrees” process because I feel it goes without saying. If a DM says shapeshifting doesn’t exist in their world, then it doesn’t really matter that my character wanted to pick up polymorph. But if the DM is asking what I want to change something into, I’m not going to assume they disallow shapeshifting effects.
I love homebrew answers. My issue with hand waving is that it’s often just that. The players are told they could do something, and the response is “I do it” when asked how, the answer is often just “well however you (the DM) would have allowed me to”. The player has offloaded the entire process to the DM, but saved themselves the option to gripe and moan if the DM’s story doesn’t turn out how the player wants. I dislike blanket hand waving because it’s often just a recolor of a railroaded campaign, but the railroad is the players fault instead of the DM’s
First, the answer the DM came up with was creative. It was just the DMs creativity.
Second, using things in the world is still using the DMs creativity. It was the DM who created that world and all of the things in it that you are using. Moreover, it still only works if the DM allows it.
Third, it may even reflect not that you are being creative, but that you aren’t listening to the world the DM has built e.g.
Player: “I want yo spread the god’s essence around the multiverse.”
DM: for the sixth time, there is no multiverse, and this campaign is about saving the princess.
Step 1: Say with all authority and conviction "I want to kill a god"
Step 2: ???
Step 3: Profit
Seriously, as a player, and without DM support, it is impossible. If i were the DM, and I were to allow/want the players to do so, It would have to be exploiting an individual weakness of the god in question, requiring research that might by itself take multiple quests, probably would involve seeking the wisdom of ancients (probably a lich) or making a deal with a literal arch-devil for knowledge. Exploiting the weakness itself would require obtaining McGuffins "x" "y" and "z"; "x" to get into the god's realm undetected, "y" to assume the avatar form of a different enemy deity, and "z" to survive the transformation into the avatar. Then, after infiltrating the god's realm, assuming the form of the avatar, and fighting and slaying the god, you would immediately die.....
...****y to be reborn as the god in question, because killing a god is easy (at least on a cosmic scale), but what you don't realize is that, much like the Santa Clause, godhood is a title and a job, not a person. "z" wasn't to save your original form, only to prepare it to receive your new one. So you become the next version of the god, and your mind and body are fairly quickly subsumed into that of the gods original one, until there is practically no difference between you and the god you once desired to destroy. This cycle repeats with the next "hero" who seeks to slay you, and you let them, laying the path they travel to do so (even though it is super super hard to them), because the last little spark of your original identity loathes what you have become, and desires nothing more than the emptiness of unbeing, which is what you know awaits you since there is no "heaven" for those who ascend.
Currently doing a Rogue (mastermind) who is forming a cult. The cults focus is removing the Twilight priests/clerics. (Mostly Ilmater). DM mentioned if I keep growing followers I might gain divinity and that because I'm focusing down on ilmater's followers he is getting weaker. Ironically last session ilmater kept me from dying. (Trying to use compassion to curb my pcs anger).
So seems to kill a God, start a cult and attack worshipers of said God. At least in this campaign
If gods are basically accretions of faith given form, substance and power, then killing them can only be done by stopping the accretion. So, if killing the followes isn't allowed, I'd say blocking their faith is the only option. How to do that? Well, I dunno. Place them all in a locked crystal sphere? Are those still a thing in 5e? Cast Geas on all of them and force them to woeship other gods?
It would be quite an undertaking, regardless.
Sneakily enter every place of worship, and change the altars, icons, religious texts? Slip an officially signed and annotated note into the lining of 'Grom's Book of Strength' stating that all worship of Grom the Strong is really worship of Glim the Weak. Would that work? Can faith be stolen? =)
Blanket disclaimer: I only ever state opinion. But I can sound terribly dogmatic - so if you feel I'm trying to tell you what to think, I'm really not, I swear. I'm telling you what I think, that's all.
My theory, which was admittedly stolen from Planescape: Torment, was to build a weapon from residuum, imbue it with the blood of an immortal, and temper it with anti-magic.
Easy. use a spell that transports your consciousness into a god, then use the gods body to kill the other god.
Leader of the Dwarf Lovers Association. Join today here!
First you become a sorcerer of wild magic that, incredbly, survives to become epic leveled. Then begin converting sorcery points to the point you are so suffused with magic you are recognized by all you have crossed paths with as a power to rival the divine. Then you absorb the powers of a primordial hunger to become multidimensional. Finally you get a group of adventurers to do it for you because really it's beneath you now.
I'm on the final step, I'll let you know how it goes.
The single best way I have ever heard of anyone defeating a god was by using an epic high level ritual to delete the gods Name from existance; the act of doing so effectively cut off the flow of faith/worship that is integral to a god's continued existence.
Also I'm just going to throw out that god slaying isn't the kind of thing you do casually or on a whim in a well constructed campaign/setting; Gods are effectively Faith engines that are typically part of some greater cosmological framework as opposed to just "really strong dude". If you go breaking it that is going to have incredible heavy duty consequences for everyone.
My current plan revolves around using a physical piece of the god as a focus point. Then through a powerful ritual, summoning the god (in physical form) onto the material plane. The catch to that however, is that there exists divine barriers separating the material realm from the other realms. The gaps in these barriers (like gaps in a fence or net) are large enough for smaller/less powerful beings to pass through, but prevent anything too big from passing through. The sheer level of durability of these barriers also prevent them from breaking under even the most intense of force.
Basically imagine if you forced a cow through a chainlink fence. A chainlink fence that won't bend/break, under that pressure of having a MF'ing cow forced through it.
I mean yeah. that's basically the idea. how else are you suppose to make the God burger.
You've almost completely missed the point I was making: killing gods isn't something players should be doing since it causes *serious problems* in properly constructed settings.
As an example, during the events of Forgotten Realms "time of troubles" Ao forced all of the gods except Helm to take on avatars until such time as the tablets of destiny were returned to him. As a consequences of this a plethora of gods were killed or kidnapped and various mortals ascended to godhood. The issue with this is that two of these mortals didn't understand the responsibilities they had and either tried to brute force the Pantheon into behaving as they wanted, screwing up the afterlife or going completely buckwild evil and potentially overthrowing the whole god damn thing.
Another example is from the war of the spiderqueen in which Lolth and Elistraee went all in for the fate of the drow and various other gods from the dark seldrine got involved and got wrecked (Elistraee killed Vhaerun when he intruded on her domain, a mortal was able to vorpal seveltarm's head off, Kiaransalee had her name obliterated via high magic and Ghaunadar's avatar got stuck in an infinite labyrinth) with Elistraee realizing too late that Lolth wasn't doing this to take her out, but rather to off all the gods of the Drow so that she would be the only one left and in a position to control the fates of all dark elves.
It's like smashing walls in a house; there might have been problems with some of them but things are only going to get so much worse when they no longer have a load baring section.
You may not like that mortals can kill gods, but that isn't going to change the plan or the method through which the plan will be enacted.
If a mortal is able to lay claim to a physical manifestation of a God's flesh; develop and implement a ritual strong enough to forcefully summon that God onto the material plane; And has the means to capture, process, and consume the dead God's power, then YEAH they probably deserve the glory that comes from killing (and perhaps becoming) a God.
By requesting, and then participating in, a narrative in which a god is killed. Anything is doable in stories :)
There are epic level sourcebooks, and homebrew rules on divinity - what it is, how it could be attained, how gods could be damaged and, ultimately, destroyed.
If I were DMing, I’d have you research divinity, then diminish the gods powerbase, attain minor or temporary divinity yourselves, then kill the god. This would probably require irrevocable self sacrifice in some form. We’d have a moving epilogue scene of the world after the (presumably evil) god died; a peaceful village, a smiling farmer and his kids, things like that.
I think I would say that killing a god should come down to some form of trickery or consensus. As a DM, it doesnt make sense to just FIGHT a god. Maybe an avatar, but a god themselves will always be more powerful than the pcs, even if they attained godhood, cause then it would be baby gods versus full blown god. But, as a player, I really dont want to be told that well, the god was killed by another god, or "you got the avatar! Itll be back long after youre dead!"
But I think there is a lot of satisfaction as a player in a game of dominoes. Maybe they arent the ones who strike the klilling blow, but perhaps theyve done all the planning and legwork to make it happen. They are RESPONSIBLE for the gods death even if they didnt really do it. Or artifacts can be a good way to go. A player alone cant kill a god, but a player wielding another gods power via an item? Then maybe they have a chance.
Strangely Changed- 99 new curses for 5e https://www.dmsguild.com/product/415251/Strangely-Changed?affiliate_id=2763792