TwoSix
Everyone's literal second-favorite poster
Sure. But I don't think it's much of a stretch to acknowledge that the initial concept of the Paladin was built using the model of medieval Christianity, in which the paladin's deity was defined dogmatically as both omniscient and omnibenevolent.The idea that it is prideful for the paladin to act outside of their oath, because it means they did not trust their god/goddess... assumes that god or goddess is omniscient and always correct. For it to be wrong to see a situation where it appears your oath will cause greater harm than good, when your oath was created potentially thousands of years ago in a completely different context, would require the entity who made that oath to be able to predict this situation and know that the path of the oath as you interpret it, would be the better path.
This is not how deities in DnD work. They are not omniscient. They are not always correct. We know this, because they have been lied to and deceived in the past.
Does that make the paladin concept kind of incoherent with D&D pantheon henotheism? Almost certainly! That's why we've been arguing about it for 40+ years!
And therein lies the tragedy of the paladin.Additionally, it feels very "paper clip maximizer" to me, to consider that they are correct, but only in the long term. That, for example, allowing a small, preventable tragedy would cause more good in the long-run because that is what the math of universe says. This, again, feels like it misses the spirit of what a Paragon archetype should be, and Paladins are the Paragon class. It shouldn't be an equation of maximizing goodness. It should be true-hearted, kind, goodness reaching out to help everyone you can.
Yes, the paladin knows that telling a lie to this city guard will save these four orphan children from incarceration and most likely death. But his god has told him he must never lie. If his god has told him he must never lie, then lying here is certainly going to cause pain and evil to flourish. Your god almost certainly has a plan for those children. But now they're crying, and that guard has a cruel look in his eye....
Some players will look at that example and say "That's terrible. You're putting the player in the no-win situation, he has to either break his code OR let terrible things happen to those children." To my mind, those situations are exactly the point of playing an old-school paladin. If my paladin is never in a situation where they were on the absolute cusp of breaking their code, why play a paladin?