Renamed the thread for greater clarity and accuracy and added a TLDR to the initial post:
are there situations where players shouldn’t be made aware of the results of their own dice because even just knowing they rolled high or low reveals information they shouldn’t have and might affect their decision making?
Yes they absolutely should. It conveys a litttle information… “Wow I rolled high and still didn’t succeed; this is harder than I was expecting” and similar. These are observable things to the characters.
Informed players > uninformed players.
All metagaming bothers me. Every time a player makes a decision (any decision) based on game mechanics or out of character knowledge, that's metagaming and it bugs me. Let's see, some examples.
This is the problem. Your expectations seem very out of line with your group.
P1: "I swing my sword..." DM: "You hit! How bad is the wound?"
is a more immersive exchange than
P1: "I got a 19 to hit." DM: "You hit! How much damage?"
Actually, I personally find the second example a bit more immersive. The numbers give a specificity to the information that the words in the first lack.
Very quickly the game becomes "my character makes a standard move of ten feet forward and makes an attack action".
The. Horror.
It's a "classic example" in the same way that Zeno's dichotomy paradox is a paradox, re: it isn't. The new player isn't acting on game mechanics knowledge the character doesn't have, so they're not metagaming, they just got lucky. The veteran isn't metagaming by avoiding the metagame option. That's like saying if you're anti-X you're really X. It's a nonsense argument.
No, it’s not. It’s spot on.
If your goal is to prevent outside considerations from affecting play, many times the attempts to stop metagaming from happening actually require metagaming.
The split party thing… sometimes, people do randomly decide to show up and it happens to be in the nick of time. Your view prevents that possibility. It prevents that possibility due to considerations outside the game. You are still letting player knowledge influence what happens in the game.
Same with the minster vulnerability thing. Sometimes, a new player (view this as an inexperienced character) may intuit or even just by luck to use fire on trolls. If a veteran player is playing a low level character, preventing them from using fire IS metagaming. Instead of the player using their knowledge in order to take an action, it’s you as GM using their knowledge to prevent an action.
It’s also a perfect example of how metagaming can be the GM’s fault. If you don’t want that to happen, then don’t design encounters with trolls for veteran players.
That's not a given. And that connection has not been explained. I've asked for that to be explained a dozens times. And yet, crickets. And no, iserith hasn't explained it, only repeated the claim ad nauseum.
Do you want to have a crack at it? Explain to me how it's my fault the players are metagaming
It’s not your fault that they’re metagaming. It’s your fault that you have a really broad definition of metagaming and that you feel the need to prevent others from doing it.
They cleary don’t feel the same about it as you. They don’t mind it. Instead of expecting everyone else to budge, maybe you should?