Originally Posted by azarhal
Originally Posted by booboo
I saw a suggestion somewhere that they implement a value/scale, let's call it an oath-'o'meter, like 'attitude' - that represents how well you are keeping to your oath - and if you violate the tenets of your oath, each violation removes some of this quantity , the size being dependent on the scale of transgression. So you might have one really terrible act that breaks it, or a series of smaller ones that eventyually break it. Rather than the current (often small seeming) infractions with mean you get visted by a death knight...

The way breaking your oath is described in the phb, it's not something that is supposed to be that rare. If you break your oath, you are supposed to seek absolution for it (from a cleric of the same faith or another paladin technically) to wash the "sin" away. You can only go "oathbreaker" if you aren't repentant for what you did.

The Oathbreaker Knight offers to listen to your confessions and offers absolution via a money exchange. It does emulate what a real life GM would do, but without any deity selection and not alignments.
I think the problem is, If we had oathbreaker in bg2 and broke our oath we would have gone to a temple or local paladin order, maybe given a quest, it would have made us feel like the world and our paladin had to react within it.

In bg3 a lich paladin turns up whos the first ever oathbreaker, the second we oath break teleports in then follows our camp around?

All this needs to happen in this way because, the world is a set of battle grounds, it has no towns it does not have hidden villages with living npcs or little towns to explore, everything is jammed in to one area, the first act does not feel vast, like how have the goblins not found the grove?
its 30 seconds away from the hideout, the world design completely sucks and it leads to problems like this, npcs gotta teleport in for important quest lines because the world just does not exist.

Last edited by Xzoviac; 18/12/22 11:15 PM.