A good idea that already looks to be implemented badly.
If you have a system like that, there should have been a second choice: to kill the guard or disable him. If he dies during the disabling, the player still feels okay about that, because hey, he tried.
Killing the guard because the player decided to take the weapons though, that's not right. There are different aspects to morality. For instance, in all the games I play that have a freestyle morality system (like Fallout 3) I wind up playing the klepto hero: I steal everything that isn't nailed down, but I make the good, moral choices in any other situation. Fallout 3 failed in terms of morality gaming because it made the player a god or a demon at the end of the trip; this one will fail because you can't really choose the morality of your characters at all. You're just choosing one of two pre-set paths for them to walk down, and that isn't a morality system at all.
If you have a system like that, there should have been a second choice: to kill the guard or disable him. If he dies during the disabling, the player still feels okay about that, because hey, he tried.
Killing the guard because the player decided to take the weapons though, that's not right. There are different aspects to morality. For instance, in all the games I play that have a freestyle morality system (like Fallout 3) I wind up playing the klepto hero: I steal everything that isn't nailed down, but I make the good, moral choices in any other situation. Fallout 3 failed in terms of morality gaming because it made the player a god or a demon at the end of the trip; this one will fail because you can't really choose the morality of your characters at all. You're just choosing one of two pre-set paths for them to walk down, and that isn't a morality system at all.