I really love the concept of oath breaking being an actual thing that occurs in the game rather than a button click on character creation. Though I certainly hope they made it overly easy to do so that folks could see the "hidden" class in early access. It would be better if there was more in game communication regarding what your oath entails and perhaps when your oath should suggest particular action. Overall, it's an extremely cool feature. The implementation of it is just extremely finicky.

Originally Posted by Toot033
I agree that there needs to be something better in determining how your oath is broken? There seems to be no rhyme or reason at times. I had it break because I attacked the false knight of Tyr before knowing they were bad guys which makes sense. But then on another play through, I had my oath break when I freed the goblin from the cage in the druid camp.

I think the false knight of Tyr is kind of a weird example. I spoke to him, learned he was fake, but then took him at his word that there was a devil to hunt. I go meet the "devil" and realize he was lying about that too. I go back to him and attack without engaging in further conversation and break my oath. Had I just started talking to him and told him I was going to kill him now, my oath is fine because he's evil. Seems weird.

I started another thread elsewhere about how certain (evil) lines of basic dialogue (e.g., no class marked) are unavailable to the paladin. Seems weird. I should be able to make evil bargains as a paladin. That choice should cause me to break my oath, but I should still have that choice, no?