Henry said:In combat, this doesn't bother our group, and we allow out of character strategizing all the time. Why? Because in real life, the players are weekend warriors who only devote maybe five to ten hours a week max concentrating on D&D. In "game reality", the characters are seasoned veterans who live and die by their tactics, so they've talked, planned, and plotted in their off time on the best tactics working together in a situation, and various codes and signal phrases on how to communicate that info quickly. Same as how I wouldn't make a player roleplay out every nuance of his bluff check to seduce a barmaid, I assume that the time spent in downtime around the campfire, etc. would be spent dicussing the day's events, tactics, etc.and that is representted by the table talk during battle.
When I use my White raven tactics to give another player an extra turn in combat, I relate it as "spurring them on with my words, urging them to strike at the right spot, while the advantage is pressed, etc." what he does with that turn is up to him.
A very good point. This is also how I usually try to relate to out-of-character tactical discussions. Indeed, even though you role-played every campfire conversation, it's reasonable to assume that you don't role-play every conversation between the PCs. It'd also be logical to assume that long-time "companions in arms" would develop some sort of "battle codes" or sign language to communicate their actions and tactical advice to others.