two said:
These are good points, but I would argue not just true of a "fervent min/maxer" given that combat is wired directly into the D&D XP awards. Feats and spells and abilities which help kill stuff directly contribute to party effectiveness and player progression.
A "neat and cool" player build who is a liability in the incredibly frequent combat situations most vanilla D&D campaigns feature is just as annoying for fun game play as an overpowered super maximized cheestastic PC.
Perhaps my terminology was too strong. However, I'd argue that a significant percentage of D&D players aren't able to min-max effectively and/or aren't interested. In a party where few (or no) players min/max, another non-min-maxer is unlikely to feel like luggage to the rest of the party.
As an example, in one of the one-shots I played a few years ago, there were the following PCs (3.0 rules, all LV 2, except the rogue, who had a +1 LA race):
1) A Commoner.
2) A Rogue who took none of the standard rogue skills.
3) A Bard, with low physical stats.
4) A low-strength halfling Ranger focusing on melee, whose favored enemy never came up.
They went on a fairly standard, undead-heavy dungeon crawl. The most effective PC was the Commoner. In the majority of encounters, that character was more effective than the rest of the party combined.
Obviously, if any of the other players had bothered to do a standard min/max, the Commoner (who didn't even choose the right weapon for proficiency) whould have been a joke. As it was, the Commoner saved the party multiple times.
On the other hand, with a different game from about 2 years ago, most people put a lot of effort into getting a "perfect" min/max, often involving multiple prestige classes; a standard fighter build (for example) would have been a joke in that group.