Hello everyone!

I'm not sure if it is just me, albeit I've seen a various
Reddit posts discussing this, but I think Oathbreaker implementation needs more telegraphing.

Context:
Getting ambushed by Goblins because my Teammate provoked them or misstepped or failed a roll caused me to break my Oath just because I defended my Party.
Whats the higher virtue here? Defending my Party or some random goblins who threaten to kill the Tieflings and Druids?
Like how are evil Goblins that ambush my Party something that my Paladin swore to protect let alone when did I ever promised not to do then any harm (as in going back on my word)?

Situation and why I think the implementation is lackluster:
I don't understand why this is the case and I hope this is changed in Live-release as I do not feel like paying 2000 gold every wrong decision that I make because the game doesn't really tell me who is "protected under my oath" and doing a bad informed decision basically forces me to lose one of my sub-class defining abilities.

I think Design-wise this will ultimately lead players like me to have to steal gold or murder for it (Don't think thats really noble Paladin behaviour) or save scum everytime I stumble upon such situations.

I think better telegraphing of the outcome would make this process a more cognicient decision rather than a "well you could've known that kind of thing - yes i COULD but I did not and its the games job to tell me that - unless its like really really obvious.
But killing mad goblins in defense isn't really like burning down the local orphanage or betraying my religious leader.

That's kind of the thing, i believe players aren't made too familiar/aware as to how the Oaths and their values translate into BG3's world building.
One could argue that it is thrilling not to know the outcome of dialogues and fights and I agree - however if something breaks your Lore-defining identity: your Oath I am pretty sure your character would have the knowledge to act alongside said Oath and the game should let you know what you are about to do because your character would know its against their doctrine/oath.

I believe the current implementation is too punishing and also forces you to avoid certain outcomes retroactively (pay, save scum) unless you are willing to take the toll - every single time - when in fact the game should proactively tell you what you are about to do so you can make a cognicient decision against your known values.


Possible fix?
Make us lose our channel divinity after we doubled down when talking to the "Fallen Paladin guy" and not mid combat/play.
Or
Telegraph and implement it in a way that the player is made aware of the implications of his handling.
His character would know when his actions would be Oath-breaking, so should we.



If responding please try stay on topic and try not to premise anything that the game doesn't tell you during your first steps as a Paladin in the Game.

Thanks for hearing me out!

Best regards.

Last edited by Reakd; 01/08/23 09:21 AM. Reason: Text structure/eloquence