Neonchameleon
Legend
I have to agree. Gamers will attempt to identify resources, the powers of those in regards to their current game objective, and then min/max their strategies to accomplish the goal. Just because the mechanics are behind the screen doesn't mean the behavior will stop. So making the mechanics better designed is the goal of a good DM or any game designer. I don't think you, Doc, are talking about dropping or banning the mechanics, just sticking them behind the screen. Exploration immersion may be increased by hiding them, but character immersion not necessarily so. And min/maxing to win the game likely won't stop at all as long as the situation is treated as a game.
I agree again. Calling out power-gaming is like calling Spassky a bad chess player. Attempting to accomplish an objective in a game is often the point of most games. Playing other systems where all these rules are in front of the screen may have soured you from this behavior, but having no ability to either Rules Lawyer (the rules are hidden) or min/max stats or class progression (these are also unknown) leaves far more time for these mechanically-minded players to focus on the role playing situation at hand.
Indeed. And putting things into D&D, in D&D you normally play adventurers who are battling for all their lives against apparently overwhelming odds. If you aren't making the in character choices that your character thinks will maximise their odds of keeping themselves and their allies alive, you are either playing a character with a deathwish or one who doesn't care about his life or the life of his allies. In short, if your character isn't at least attempting to min-max the things he controls IC (equipment, spell lists, skills, feats) then he's either incredibly arrogant or out of character. (This doesn't mean they have to always get things right - you don't need to realise that split, twinned, etc. rays of enervation are more useful than maximised empowered fireballs, just to have thought about it IC).