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.
This is all a moot point, anyway. Who is is going to stick their hands into a fire and pull out a burning stick/log? If you've ever been to a campfire/bonfire, you know that fire burns the entire length of the wood. I seriously doubt anyone is going to take the time to locate a fresh stick/log, go get it, stick it into the fire long enough to catch fire solidly, then turn to the troll that just barreled into camp.
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.
If they use their knowledge in conjunction with in game events/knowledge/clues to overcome a situation, they get the reward for overcoming it. Just the same as a new player.
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.
New players aren't going to randomly decide to stick their hands into a fire to grab a burning stick. I've never seen it done. I doubt I ever will see it done.
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.
Logic says it will be unwieldy and/or weak. It's a freaking BURNT STICK. It's weak. It's also not designed to be used as a weapon. It's not going to have a nice smooth tapered end for the player to grab onto well, with the weight balanced like a club is. It's going to be unwieldy. It's also pretty much guaranteed to be on fire from end to end, so the PC is going to take damage from sticking his hand into a fire and grabbing a burning stick, and then drop the thing.
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?
Um. The burning stick is not in hand. It would take more time and effort to stick his hand into a fire and grab a burning stick than to just yank the sword out of the sheath.
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.
Cheating is not included in the choices available to characters of new players or experienced players. That is correct.
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.
I would explain to the new player how grabbing a burning stick out of the fire would cause the PC damage and result in a stick that is weaker than the sword and would do less damage. That would be explained whether it was a troll or an ogre.
I don't think it is, really. My view is that metagaming is occurring no matter what in that instance.
Right, which automatically makes your definition different from mine.
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.
A character tending to the campfire will have his weapon at hand.
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.
Then you are free to play that way.
And why are "D&D wolves" not afraid of fire? Because there's no mechanical expression of that in their stat block?
Or in the lore. There is no mention of it, so they are not by RAW any more fearful of fire than any other creature.
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 play animals the way they would in nature as well. Wolves don't attack humans. Most animals don't. Would fire waved at a wolf in my game work? Yes, I'd probably house rule that in.
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.
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?
Of course the character knows that. You can't cause an arrow in flight to turn aside from hitting the neck or heart the way you could a sword strike. That's why the rule is different for ranged weapons.
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?
In my experience, a troll regaining consciousness is a non-issue. The PCs just hit it again and knock it back out, and then know about regeneration. At that point they just keep it down while they figure things out.