Seriously, if a character is proficient in many weapons but specialized in one, doesn't it make sense that on meeting some unknown creature for the first time she'll reach for that one weapon first and only try something else once it's proven the one isn't very effective?
Lanefan
Sort of. Here's what I think is often missed in these discussions (aside from the fact that choosing
not to use your player knowledge is still metagaming):
The player knows what the player knows.
The character knows what the character knows.
The character doesn't know everything the player knows.
But they player doesn't know everything the character knows, either.
The character has lived for usually at least a couple of decades, potentially meeting adventurers, seeing monsters, hearing stories about monsters and magic, maybe seeing magic, perhaps playing "adventurer" as a kid, and brandishing a burning bush branch against a "troll" or shooting silver arrows at lycanthropes, etc.
We don't know everything the character knows, and in some cases they actually know something we don't (and the DM will fill in those gaps for you when those situations arise). So it's just as reasonable to assume that they know how to kill a troll or lycanthrope as not.
The decision is up to the player and the table to make. Neither answer is more right than the other, nor is either answer more wrong. Many folks find the idea that pretending they don't know how to kill a troll silly and don't like the idea or approach. If necessary, set the expectations at the beginning of the campaign.
I've done it, don't care to do it anymore. After playing or running as many games over 30+ years, pretending that I don't know how to kill a troll seems absurd. The "acting" that we work through when pretending such a thing isn't really that good anyway. Maybe that's why we don't care to do it anymore, we're not very good at it.
I've also found over that time, that trying to police it doesn't really benefit the game. It takes us all out of the game and into a discussion that in the end has virtually no impact on the story of the characters. The fact that they acted upon something that you might think they shouldn't know, really is just a blip in the game. Boo hoo, they attacked the troll with fire on their first attack, instead of their third. Now for the rest of the campaign they'll always know how to fight a troll.
Instead, if there's a situation where uncertainty would be interesting or fun, I frame it differently as I stated earlier - don't tell them it's a troll. Just describe it. Second, if I'm really looking for a creature with an unknown way to kill it, it's something I've made up, either a new creature or a modified one, and part of the purpose of the design is to make discovering its weakness part of the adventure itself.
This approach works in my campaign, because my players are quite comfortable with the concept of retreating. When they can tell that something is not working, then they'll regroup and look for alternatives. It might be a way to avoid the creature altogether, or figuring out its weakness.
I'll say it again, finding a way to make it challenging for the players, rather than making them pretend it's challenging for the characters, is a much better approach long term.