Celebrim
Legend
Sounds like you've got an extreme gamist player who is clashing with your style of delivering.
What the player wants is exact information about the game's current metagame state. That is, he wants to know what exploits an enemy is using or capable of using so that he can best adjust his game tactics to compensate. You are conflicting with this desire by providing him information about the game's ingame state.
The problem isn't going to go away. You can't narrate your way around it. It's a fundamental clash in philosophies. The only good news is that the player will probably get less argumentative once he has a firm grasp of the 4e rules.
My suggestion is if questioned on the mechanics of a monster power that you probably should pause to give a brief non-technical description. Something like:
"Bob recalls that Hobgoblins train to fight in formation. When two hobgoblins are adjacent they can contribute to the other's defence."
This gives your gamist player the information he wants which is, "Split up my foes so I can defeat them." without overloading your game discussion with discussion of the game rather than the world being simulated. You avoid as much as possible breaking kayfabe.
I'd kinda avoid asking for alot of rolls to recognize powers because if your player is as gamist as I imagine, he'll then be encouraged to propose rolling the dice continually to try to pump you for information. It's sometimes appropriate but try to limit it to when its really necessary like vulnerabilities of otherwise obdurate monsters.
What the player wants is exact information about the game's current metagame state. That is, he wants to know what exploits an enemy is using or capable of using so that he can best adjust his game tactics to compensate. You are conflicting with this desire by providing him information about the game's ingame state.
The problem isn't going to go away. You can't narrate your way around it. It's a fundamental clash in philosophies. The only good news is that the player will probably get less argumentative once he has a firm grasp of the 4e rules.
My suggestion is if questioned on the mechanics of a monster power that you probably should pause to give a brief non-technical description. Something like:
"Bob recalls that Hobgoblins train to fight in formation. When two hobgoblins are adjacent they can contribute to the other's defence."
This gives your gamist player the information he wants which is, "Split up my foes so I can defeat them." without overloading your game discussion with discussion of the game rather than the world being simulated. You avoid as much as possible breaking kayfabe.
I'd kinda avoid asking for alot of rolls to recognize powers because if your player is as gamist as I imagine, he'll then be encouraged to propose rolling the dice continually to try to pump you for information. It's sometimes appropriate but try to limit it to when its really necessary like vulnerabilities of otherwise obdurate monsters.