I mean, that just sounds like using good sense and tactics in a combat. I really dont like framing role playing as a competition. Different folks have different preferences and I want to encourage them as opposed to direct them to the "right" way. I assume you are trying to do two things here? The first is compare role play instances for contrast. The second is to demonstrate meta-gaming impact on role playing.
I didn't explain it well, but and important part of my example was the way that 5E movement costs either nothing, or an entire turn, with a bright line in between. If the Ogre is 25 feet away, it can charge you, then attack as if it started its turn adjacent to you. If it's 35 ft away though, then it has to spend an entire turn doing nothing but closing the distance. The thought process of "Let me step back 10 feet, because then he'll waste an entire turn, instead of nothing" doesn't seem like roleplaying, because it's interacting with the turn structure in a very mechanical way. If it was just "Shoot and make him come to us" then I would agree with you that it's just good tactics.
It's a good point that roleplaying shouldn't be framed as a competition, I just couldn't think of another way to say that it's not a black-and-white either you're roleplaying, or you aren't. Just as a gut instinct, if roleplaying results in optimal game tactics, it
feels less like roleplaying than inefficient tactics do.
I may have a better example. I once ran an encounter in a 4 level tower. The main party was fighting a werewolf on the roof. One of the PCs was approaching the tower entrance on the ground. The PC on the ground was attacked at the same time and in desperate need of rescue. One of the players determined that it would take too long to descend 4 levels of stairs and since simply swan diving off the roof would cause 4D6 damage the PC could take it.
While mechanically true, and the most expedient way down, it felt very meta-gamey to me. I tend not to like this kind of thing, but I stop short of saying it isnt role playing. Just because I have my own preferences, doesn't mean I think they determine what is and isnt RP.
I agree, but I do think this comes down to genre convention as much as it does meta-gaming. Jumping down a four story building and suffering minimal injury is very unrealistic, but it would be fine in a superhero game or action movie. If anything, it could reinforce that your character is impulsive and reckless.
Math'ing out the damage to find the optimal move definitely doesn't feel like roleplaying to me either.
This is an interesting observation. I think in D&D there is often a wall between mechanics and RP. How comfortable a person/group is crossing over will vary. The games you mention intentionally marry the two so its not really up to interpretation. My observation is that D&D (outside combat) is intentionally vague on many game subjects. I think it offers flexibility at the cost of direct focus. Soem folks like other games because of their design specificity and play them instead. Even folks who stick with D&D often complain that it doesnt pick a lane on many subjects, though I think its wise not to. YMMV
5E does a lot of work to tear down that wall when compared to 3, 3.5, and 4, too. That's why the rules are so vague, and there are so many questions online about what should and shouldn't give advantage.
It's ultimately a comprimise. Flat free movement distances and linear fall damage calculations both simplify the game, making it easier to play, at the expense of some depth and realism.