Saeviomagy said:
You're kidding about sherlock holmes, right? If he doesn't have an 18+ wisdom and charisma, max ranks in spot, search, track, sense motive, bluff, disguise, half a dozen knowledges and every other mystery-breaking skill available, ...
Indeed, Sherlock Holmes would be superfluous in any mid- to high-level D&D adventure.
detect evil
speak with dead
detect lies
zone of truth
commune
contact other plane
scry
locate object
discern location
charm person
dominate person
etc.
With all that, who needs Gather Information +20 or Sense Motive +20?
As to the powergaming thing, I agree: powergamers and minmaxing have been around for as long as there have been games to minmax. On the other hand, I also think that 3E is an environment that's more conducive to minmaxing than before.
1 theory is that 3E, by codifying the ruleset to a degree not seen before in D&D, has had the effect of making it more attractive to players who like to play around with the rules. These players might have always wanted to powergame, but they were limited in what they could do when so much was up to the DM's discretion. Perhaps this was only because the rules were so darn vague before, but that's still how it was.
In general, the more rigid and categorical the rules are, the more the balance of power shifts towards the players. Conversely, the more that a ruleset leaves things to be interpreted by individual groups, the more it shifts towards DMs (who usually have ultimate responsibility for making rules decisions). This was also mentioned in Robin Laws' book, _Robin's Laws of Good Game Mastering_.
In 3E, the rules are much clearer than in previous editions of D&D. This would have the effect of curtailing how much power the DM can wield. This in turn means that powergaming/minmaxing players have much more scope to indulge themselves, knowing that the extent to which the DM can clamp down on them has been limited.
Is this a good thing or a bad thing? Depends on what you want out of the game. If your group likes having a clear set of rules that say what the characters can and can't do, it's great, particularly if you've had experience with DMs who seem intent on crippling the PCs. If your group has problems with argumentative or spotlight-hogging rules lawyers, maybe it's not so great. It certainly won't help matters in this case.