Reynard said:
I disagree, to an extent anyway. 'Metagaming' is a part of role-playing. Since the mechanics affect the 'physics' of the world, using that knowledge is a way of making decisions in-character that are consistent with the way the world works. i mean, you wouldn't call it metagaming if someone adjusted their movement to avoid an AoO, would you? Same thing.
I disagree with your disagreement.

In my game worlds, the mechanics are used to define the PCs alone. Other folks in the game world, NPC folks, don't necesarily follow the same rules. Most of them don't have levels and classes. They're just farmers, or merchants, or hunters.
So there's an assassin, and he's been sent after a party of one lean hunter/forest-type guy, one thin, old priest of yadda-yadda, and a virile, healthy-looking young scholar of some sort, who looks built like he might be taking martial arts or something in his spare time. Who does he target?
IMC, the assassin will have killed plenty of folks beforehand, and experience will tell him that lean guys and old guys tend to die more easily than healthy young guys with washboard abs. So he'd attack either the hunter or the priest. In a metagame sense, that means he's making the suboptimal choice, since both the ranger and the cleric get good fort saves. But the assassin doesn't know or understand that concept. He doesn't have metagame vision, only game vision.
In a campaign where everything is classed and everything follows D&D conventions in such a complete way as to become the "physics of the world" then sure, I suppose. But I think it's a fallacy to assume that every game, or even most games, are run that way. I use the rules to define those parts of the game that need such definition to adjudicate conflict. They conform to my world, my world isn't shaped to conform to the rules.
