Henry said:In combat, this doesn't bother our group, and we allow out of character strategizing all the time. Why? Because in real life, the players are weekend warriors who only devote maybe five to ten hours a week max concentrating on D&D. In "game reality", the characters are seasoned veterans who live and die by their tactics, so they've talked, planned, and plotted in their off time on the best tactics working together in a situation, and various codes and signal phrases on how to communicate that info quickly. Same as how I wouldn't make a player roleplay out every nuance of his bluff check to seduce a barmaid, I assume that the time spent in downtime around the campfire, etc. would be spent dicussing the day's events, tactics, etc.and that is representted by the table talk during battle.
When I use my White raven tactics to give another player an extra turn in combat, I relate it as "spurring them on with my words, urging them to strike at the right spot, while the advantage is pressed, etc." what he does with that turn is up to him.
Except that it really isn't just up to him.
If the group discusses tactics out of character, it prevents the player from coming up with solutions on his own. It also pressures that player into using the "group consensus". If he deviates, it is almost sure to have other players question him.
Some people like to make decisions for their own PC and would be uncomfortable in a "group discussion" mode.