Hmm...are my arguments gilded gifts from the gods themselves, or do that many people have me on their ignore lists? Still no one challenging my assertions at all? Really?
And why is retraining still an issue? It's been covered both in the fact that if a rule doesn't exist for it, that doesn't mean you can't do it (DM's choice); and that the suicide option, silly and pointless as it may be, is an undeniably "core" option for retraining. I know there weren't as many level-up decisions in prior editions, but were DMs in those editions not allowed to let the PCs change their minds? I really don't get where this is coming from, that such a thing needs to be spelled out. Part of the DM's job is to make sure the players are having fun. If the player really messed up on his build or decided he doesn't like Joe the shield barbarian that much after all, the DM should offer some way to alter things. Would you rather have your player sit there miserable session after session? There's a WIDE difference between "unsatisfied with my character" and "I found yet another way to game the system for even more power in this new splatbook!"
But my experience with 3e was different.
For the end of a friend’s campaign, I was invited to play the role of a very powerful NPC against another player playing another very powerful NPC. There is no doubt that his mastery of 3.5 and my lack of mastery was a deciding factor. I don’t know that I would’ve come out on top otherwise, but I know that I simply couldn’t compete because he knew the system better than I did.
But that was a very intentional and unusual player-vs-player situation. In every other campaign, I’m not playing against another player. Therefore, my level of system mastery hasn’t really been an issue.
Now, if you’ve got overly adversarial attitudes between the the DM and players—or even worse between the players themselves—I could see this being a problem. But I think you’ve still got problems no matter what system you’re playing. The complexity of 3e is just emphasizing them.
In most groups, a participant with a higher level of mastery over the system actually helps everyone else so that level of mastery isn’t an issue.
Indeed. I power game and try to master the system, but I don't try to make the other PCs obsolete or feel weak or to gloat about it. I just like being awesome.
And I've learned to not freely offer advice and rather wait for the other person to ask, but if they do see me doing "optimal things" and get curious, I'll always be happy to help. It's a team game, and I want them to be happy with their characters, too. I just started a new game and it has two elven bow rangers. One didn't show so I volunteered to play as him, only to discover he had never even picked out gear. No big deal, I know the equipment listing pretty well, only took a few minutes. I never forced my advice on the other ranger, but when he saw my equipment selections (specifically the buckler), he asked. I informed him of how you can wear a buckler and still fire a bow freely, linking to the buckler description. He was new to the game and didn't know. Now he's got a buckler and seems pretty happy about it.
Ditto in combat, if the other person is open to it, I'll freely offer them suggestions on superior tactics (which really can be as simple as "the bard goes next, maybe delay so you can benefit from his inspire courage?") and what new feat to take that would work well him etc... I also am willing to help my DM create more fearsome NPCs, if he wants, I spread the knowledge around. That way no one gets jealous of me ten levels down the road and (hopefully) they'll become better informed of the system and take that with them to new groups they join.
Oh, and I never power game my character to make others worthless. I find it both better power-wise and "let's all get along"-wise to fit the party's talents into your build plans. New game has lots of ranged characters. So, I'm going to focus on battlefield control spells to pin foes down and make the most of our party's advantage in that area.
So umm...long-winded way of saying, I agree with the above. System mastery may make it easier for some jerk to ruin other people's fun, but the root of the problem is still with that person in the end.
[sblock]And the worst case I ever endured didn't even have to do with system mastery. The guy just happened to be playing a warforged, and the place just happened to be filled w/ poison needle traps. I was the rogue, so he quickly got into the habit of triggering the trap on purpose to both gloat about how it didn't hurt him and (mostly) to make me feel worthless. Like, he was actually taunting my character and saying the party didn't need him. The DM eventually got so pissed off, he had the next trap hurtle the warforged 30 feet back into a wall, taking piercing damage from the needles and 3d6 from hitting the wall. Apparently, that batch of needles had a really high-pressured spring mechanism launching them...

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