And then under vampire that line says:Alignment
This line gives the alignment that the creature is most likely to have. Every entry includes a qualifier that indicates how broadly that alignment applies to the species as a whole.
Now you'll find three different qualifiers: Often, Usually, and Always. These first two qualifiers can be interpreted different ways as the terms are somewhat indicative without being precise. But the final term is an absolute and is not negotiable. This means that unless there is some overarching power dictating otherwise, a creature with the Always evil alignment left to its own devices will never deviate from being evil. The very act of becoming a vampire changes a creature's nature such that it cannot refrain from being evil in the manner you have described.Alignment: Always evil (any)
The issues that I suspect people have with Twilight vampires are that vampires are supposed to be creatures of gothic horror - malevolent and EVIL. They drink the blood of the living (traditionally of the innocent and brave rather than the despicable for the greater sense of violation and degradation.) As you say there is praise to be expended for originality but at this point the idea of a "good" vampire is hardly original - even if making them sparkle is. The Twilight series is also wildly popular. THAT brings the ire of a large section of gamer culture simply for being popular. They are popular in particular with young girls. That is, if you'll forgive the expression, the kiss of death. No dedicated guy gamer wants portions of his pasttime associated with popularity among tween girls.I'm not a fan of twilight. I do not agree with twilight vampires; however, I agree with originality. She definitely gets points for that, and I don't see what everyone's deal is with Twilight. If you don't like it then don't watch it. You don't have to go off on a rant about how you don't like it.
From the Monster Manual:And then under vampire that line says:Now you'll find three different qualifiers: Often, Usually, and Always. These first two qualifiers can be interpreted different ways as the terms are somewhat indicative without being precise. But the final term is an absolute and is not negotiable. This means that unless there is some overarching power dictating otherwise, a creature with the Always evil alignment left to its own devices will never deviate from being evil. The very act of becoming a vampire changes a creature's nature such that it cannot refrain from being evil in the manner you have described.
[MENTION=6673096]FiddleSticks96[/MENTION], it would seem you find the D&D alignment system too rigid for your liking and wish to house rule it to be more flexible. That's fine, but you should make sure your players are informed of this in no uncertain terms.
Think of it this way, if you were to sit down to play Monopoly with a group of people, then were designated the banker, everyone would expect you to give them $200 when they passed Go. If you personally decided that $200 was too much and that for this game you would only hand out $100, then as soon as someone passed Go, an issue would arise.
House rules that apply to everyone need to be stated clearly ahead of time, especially where they pertain to important player decisions. You have a paladin on a quest to prove himself worthy after losing his abilities and then you introduce a very morally ambiguous character into the equation but you are not following the RAW for alignment.
The vampire is clearly good aligned, and in her current state, she is pretty much helpless...
Now, my question is, what would YOU do?
Except that it is already posited that the vampire is good aligned. Railing about the rules does not change the fact that part of the operational parameters of the question is that the vampire is good aligned. And that a past edition of D&D has already had a good aligned vampire, though that was caused by a helm of opposite alignment.From the Monster Manual:And then under vampire that line says:Now you'll find three different qualifiers: Often, Usually, and Always. These first two qualifiers can be interpreted different ways as the terms are somewhat indicative without being precise. But the final term is an absolute and is not negotiable. This means that unless there is some overarching power dictating otherwise, a creature with the Always evil alignment left to its own devices will never deviate from being evil. The very act of becoming a vampire changes a creature's nature such that it cannot refrain from being evil in the manner you have described.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.