Sure he can. It just has to be based entirely on in-game events.
No. You're missing my point. A player who's totally unaware of the fire vulnerability may actually decide to use fire without any in-game cues. It could just happen because hitting something with fire is a perfectly valid form of attack pretty much always.
So the player who knows the trick is incapable of having his character, without any in game cues, decide to attack with fire.
Hence, his knowledge is a detriment. It limits what he is allowed to do.
I'm not exactly sure what you are asking here.
You said it was untrue that you punish players for their knowledge but do not reward them. See my example immediately above. Now, please give me an example where you reward players based on their knowledge.
To me, it seems that being an experienced player in your game always results in a reduction in the options available. Explain to me how that's not the case. Give me an opposing example.
No. The sword is far more effective than an unwieldy and weak stick with a bit of fire.
Well, you've added in some adjectives to swing things in your favor. Who says it must be "unwieldy" or "weak"? I think the fact that it was immediately at hand may be a far more important factor for the character, no? Wouldn't immediacy be the most important factor in such a scenario? Especially since the character would have no knowledge of initiative, turns, hit points, and so forth.
Instead, you're having the character think that rather than a weapon at hand, it would make more sense to drop that weapon, and draw another to make an attack....and this is because the character assumes the monster won't eat his face while he does that? I suppose the monster would say "no, no...it's your turn and you get a free item interaction which allows you to draw your sword at no cost....and dropping that torch is most likely a free action unless your DM is a jerk.....go ahead".
The bolded part makes it acting on the characters knowledge, not the players knowledge. So no, it wouldn't be metagaming.
But the character's first instance might be to attack it with what's at hand.....the decision not to do so, and to instead go for the sword, is entirely based on the player's knowledge. That knowledge being the comparative damage outputs of the weapons, and also the character's ignorance.
Your view of metagaming does not allow for the full range of behaviors available to characters. It actively limits the choices because some choices are deemed cheating.
I've never seen it tried in D&D. D&D wolves are not afraid of fire in any case. A D&D character feeling threatened by wolves, and who was trained with a sword, wouldn't grab a firebrand.
Well I am sorry for that. Wolves are afraid of fire....I would think most DMs would incorporate that into their game. I'm sure that some DMs have a pack of wolves simply charge the PCs until they are all killed.....I guess those are D&D wolves? Suicidal bags of HP with no concern for their own well being.
I would think that in an immersive game, there would be no distinction between "wolves" and "D&D wolves".
That's not the situation, though. The action in question is perfectly within the character's options and ability. It is an option. Let's say the monster was an ogre and not a troll....then it is an option.
Therefore, your comparison is false.
It doesn't seem that way. If you think that deciding not to use fire based on the character not knowing about a troll's weakness is metagaming, then your definition is absolutely different.
I don't think it is, really. My view is that metagaming is occurring no matter what in that instance.
Let's look at it through the lens of a movie or a book rather than a game. Characters don't always take the "best" available action in fiction. Sometimes, they make "suboptimal" choices. So a character preparing a campfire who is surprised by the sudden appearance of a slobbering fanged monstrosity next to him is very likely to grab what's at hand and use it to try and fend the creature off.
The fact that you expect the character to not behave in a way that would actually make sense but instead default to always taking the most mathematically beneficial action based on the mechanics of the game....that's what makes it metagaming. Such decision making relies entirely upon the game mechanics.
This is why I would consider allowing the player a small level of authorship to decide either "my character grabs what's closest and tries to swat the thing away" OR "my character thinks that thing's a troll, and he's heard that trolls can be hurt by little but fire" far more acceptable.
When it's right. The player will know. It could be round 1, or it could be never. It's entirely based on circumstances and all the tens of thousands of different possible circumstances can't be conveyed here in this thread.
That certainly doesn't seem to match your other comments, though. Does the player get to decide himself? Does he need the DM's approval? What happens when the player and DM disagree on when the "right" time is? [MENTION=6701872]AaronOfBarbaria[/MENTION]'s example was deemed metagaming in your eyes. Why, if such a decision can be made in round 1?
Slightly different, but only in the knowledge. In the actions, there is no difference.
No...the available actions are different. One can attack with fire and it would be like "wow, you really lucked into that" and another would attack with fire and it would be like "you filthy cheater, get the hell away from my table".
No it isn't. It's common sense. A D&D character with any knowledge of D&D wolves would know that they aren't afraid of fire. A D&D character with no knowledge of wolves would be more likely to use the much more effective sword.
All of this relies so much upon the character behaving based on out-of-game knowledge that it's pretty remarkable.
Why would any sane person want a fight if the possibility to avoid the fight by brandishing fire existed? "You mean if I wave this flaming log at those gathering wolves, they may run off....or I can draw my sword and kill them, but probably get bitten a few times? I'll go for the bites." It's bonkers.
And why are "D&D wolves" not afraid of fire? Because there's no mechanical expression of that in their stat block?
If the intent is just to keep the wolves at bay, sure. If the intent is to kill them, or hurt them badly enough that they look for another campfire to bother, then a sword or crossbow really does make more sense.
Same is true if the campfire disturber is a troll, or an orc, or a bear, or whatever*.
If the characters were out hunting, maybe....for furs or meat or what have you. But if they are simply camping, and the wolves threaten their camp....why would any characters want to kill them unless it was unavoidable? Wouldn't driving them off be far preferable?
And I agree that bows or crossbows would be the first logical weapon of choice. Keep them at a distance, if possible.
This is a valid question. Dice can be the answer:
Character thinking on the fly after a pretty good perception check: "OK. My sword chops it up but it heals from that. Genevieve's mace - same thing, it looks like. Same with Calliandre's force bolts, and Khozora's crossbow bolts. What else have we got? Hmmm...we haven't tried bare wood yet...even the bolts are tipped with stone. Haven't tried fire. Haven't tried water...hey, maybe they melt! Haven't tried separating the pieces yet, or burying them. Wait - that acid spell Calliandre hit it with - that's not healing!" <speaks out loud> "Guys! Do we have more acid?"
Right there are 5 options plus the acid (but how many parties carry jars of spare acid around with them?) - on being told we don't have any acid I'd just roll a d5 to see what I try next. Process of elimination and random roll will get me there in the end.
Yeah, that's a way it could be handled. Of course, you included an instance of them using an effective attack, so I would think once that happened, all characters would see the effect and then could act accordingly.
But absent the acid spell....all of that seems like a really convoluted way of arriving at the inevitable conclusion.
Just a few sessions ago, I played a character whose party was indeed attacked by wolves at night. We had a campfire going, so I grabbed a burning log and swung it at the wolves to drive them off. And the DM ruled that they were afraid.
This is because as a player I know animals are afraid of fire, and so it is reasonable to assume my character might draw the same conclusion. And apparently the DM felt the same way, and ruled it effective. So yeah, there you go, a very recent example from an actual session I played.
Yeah, I've seen this kind of thing a lot. I've been playing that way so long that it really seems odd to me not to play that way, with the NPCs and creatures actually having goals and a sense of self-preservation, and the DM having them behave accordingly. Most creatures that are looking for a meal aren't willing to die for the meal.
I mean, if my turkey sandwich clubbed me in the head with a stick, I'd run the hell away and look for something else to eat.
In my most recent game, I was playing a level 2 barbarian and our party was exiting a narrow cave when we heard something outside the cave. It turned out to be a dire boar...far too wide to get into the cave. I proposed simply waiting until the boar left rather than rushing out of the cave to fight it. One of my fellow players looked at me as if I had said the most insane thing ever. But the way I play that character is to avoid fighting at all costs when possible....because people die in fights, and he doesn't want to die.
In a game where you can wound creatures and not kill them, or do non-lethal damage with a sword, or just not strike a killing blow, that excuse falls flat.
So the characters are allowed to know that they can simply choose to knock an enemy out rather than kill? Do they know that only applies to melee attacks and not ranged attacks?
And in the case of the troll, I suppose that they wouldn't know that such a decision would result in the troll simply regaining consciousness on its turn, right? Because how would they know that since it requires player knowledge?