Minithra is an excellent example of the muddled Paladin class. As things stand, she feels like an afterthought. I made some evil decisions on a third playthrough to recruit her, but she mainly says nothing and does not react the environment. I hope that she will get more content as the game develops. But, and for me this is the crux of the matter, she at times seems bloodthirsty and self absorbed, yet on my run, she never broke her oath. Imagine this, a Drow that loves to watch blood run red for the sake of it, who can be a Paladin, but I break my oath for sneak pushing a hostile Goblin, who is torturing a helpless hafling, off a cliff. That is absurd.
As you write, the Oath should have an active component: what things have you done to fulfill that oath. A record of achievements would be great: i.e. you can look at your character sheet and see that you saved the Teiflings, helped an orphan, etc. It was act as a sort of chronicle of one's journey. Many roleplaying games have this, notably the Fallout series.
I've gotten deep into Act II with Paladin builds that I loved, and given up in frustration each time. Now, if a class is well designed, a player should not invest that much time in it, love his character, and quit the campaign. But as things stand, I can't play the class because I never know when some small decision will cost me my oath, I could care less about the gold, but the idiocy of it ruins the role playing for me.
Last edited by KiwiLifter; 25/09/23 03:02 AM.