Yes it is, and I do not mind that but your argument doesn't grasp what I'm getting at or maybe I did a bad job at explaining it.

It is definetly okay to be "forced" to abide your oath in order not to break it.
That's perfectly fine - but the character would know when they are about to break their Oath and henceforth you as a player would know.

Ergo the game needs to let you make an informed decision aka: inform you about the consequences of your actions.
It should also account for protecting your peers against an aggressor - in dubio pro reo - self defense should be a thing.

But whenever the game lets you fight for 20 minutes and then tells you *afterwards* it is just not immersive:

"oh yeah btw killing that goblin pack that you defended yourself was against your oath, pay 2000 to big daddy fallen paladin or save scum the last 20 minutes of immersive gameplay." or you are an oathbreaker just doesn't make any sense.

The point I'm making isn't towards that I dont like it but that the current implementation doesn't make sense.
"Forced outcomes" are only indicatedretroactively and repent for mistakes by paying a toll or alternatively save scumming is a bad design.

There need to bd indications for such severe decisions; for the most part it should be the games job to embedd my characters knowledge of right and wrong in accordance to their Oath inside of decision-making.
It does so with every class-specific dialogue option.
Additionally self defense should be protected under your oath.

If your character doesn't know what breaks your oath, how would the player?

Last edited by Reakd; 01/08/23 09:01 AM.