Well you enter a village with goblins on a rooftop and arrows pointing towards you. I would define that as an ambush scenario.
The dialogue outcome after that can vary from whatever choice but it has nothing to do with the game-design flaw im pointing at - you look at it from an RP perspective but not from a game-design perspective.

All the ifs and whens you brought up are besides the point, I don't mind this particular outcome, the game just doesn't tell you the implications for the oath before it is too late..
It does not indicate that your "Paladin's Oath does not tolerate this behaviour" - so you cannot act accordingly. (Hope this answers your question and helps you understand what I am getting at.)

I must be doing a really bad job at explaining this. It is not about that the outcome can happen, it is the LACK of indication.

You are a Paladin, you have values of which you are AWARE - the game just doesn't tell you this and you only realize AFTER what you have done.

In DND5e you as a player know what your character knows.
Your Character doesn't necessarily know what you know (metagaming problematic etc.)

Following this logic, doing something against my Oath would be something my character does conciously - abiding the logic of informational flow, I as a player should too.
For a Paladin to break his oath should be indicated so I (the player know whats at stake if i act against it) can actively not do it - if the burden is to lay down my weapon and run, fine.
If I fight back cause I think i have to and then see my Oath broken - not fine.

I don't know how else to explain this really - the outcome isn't the problem here - its that you as a player aren't made aware of acting against your oath before you do it.

Last edited by Reakd; 01/08/23 11:07 AM.