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That was the problem I had with it for sure, the vast majority of Paladin dialogue options are made specifically to avoid oathbreaking, but this one option went completely against the grain. It is completely un-characteristic for a Paladin to ever want to do something like that.
I think that one should have been an Oathbreaker option and that there should have been a different class flavored option, you feel very trapped in that moment because one wrong choice and you have a big fight on your hands so many players just assume it's better to make a temporary agreement. (Thankfully just saying "I'll think about it" doesn't break oath even though it's less colorful of a response than something a cooler class option would have given.)
Not that they're weak oaths that they suck, but because they're too easily breakable. You can argue semantics all day long but at the end of the day, the way Larian implemented breakpoints for these oaths are ridiculous and tedious at best, am surprised that nobody (as far as am aware) even mention these (granted, EA was limited to act 1 only).
Vengeance tho? Seems to be the most forgiving of oaths and hardest to break in my experience.
Maybe my playthrough was bugged though, I was surprised what I could get away with and it not breaking. May try a new game with all the fixes to see if it's harder now.
Most challenging part was getting into fights because I refused to compromise with slavers and necromancers but Paladin is one of the strongest classes in the game that such fights were easily settled.
Luckily, most of the time as long as the paladin doesn't initiate combat and you're careful about landing the killing blow, the oath doesn't break.
Maybe Torm is off his meds in act 3?