There definitely needs to be more warning *before* an oath-breaking action is taken (or inaction), because different paladins have different oaths, and it's not always easy as a player to be mindful of these things if you're jumping from one game (or even one save) to another. The goblin lair is the reason I'm abandoning my Paladin playthrough, which I was otherwise enjoying. Playing an Oath of the Ancients paladin, and every time I try to help Halsin in his quest to stop the goblins, I wind up breaking my oath, and I can't figure out what's triggering it.
Conceptually, I enjoy the idea of classes being integrated into roleplay, but the execution needs better communication between the "Dungeon Master" (the game's systems) and the player. It needs to be able to ask the player "what is the intent of this action? Do you understand the ramifications?" and give the player a chance to change direction.
Last edited by Shadowchasers; 28/12/22 03:56 PM. Reason: Spelling