Everyone min maxes to a certain extent, just look at point buy. Almost everyone dumps a stat or lowers one in order to boost a more important stat. Most people also optimize, you can't blame them either to a certain point. Everyone just wants to feel useful. The problems are a two way street and both the players and GM are at fault usually. GMs generally do "All books are open" or "Any official source is permitted such as dragon magazine or feats/spells/equipment from Forgotten Realms, Eberron, and Dragonlance". You have to remember that the developers didn't design all of this content to work together. As a GM, you must limit the options available to players in order to reign in balance. A game with every book open compared to only Spell Compendium + Core + Complete books is a lot less balanced, especially if you throw in setting specific material (Artificers and Incantarix, I'm looking at you). You also have to inspect characters and have players discuss how they wish to proceed with their characters (both RP and mechanically) and the full extent of the abilities of the characters they wish to play. If you give players a blank check, don't flip out when you see a ludicrous amount. So remember to make it absolutely clear what content you wish to make open to your players and don't budge on that without an extremely good RP reason. Inexperienced GMs tend to run into the issue a lot of wanting epic, grand scale games but no idea of how to actually run them or the necessary knowledge of the system + good storytelling on how to do it. Too many games have I seen when the GM just throws in the deck of many things without any explanation aside from his own personal interest in seeing it. You can't complain that the game is broken after you chose to break it. The best resource for good storytelling: <a href="http://tvtropes.org/pmwiki/pmwiki.php/Main/HomePage" rel="nofollow">http://tvtropes.org/pmwiki/pmwiki.php/Main/HomePage</a> Another major thing with inexperienced GMs and inexperienced players is the actual rules. Far too often have I seen GMs and players whine about classes/feats/spells/combinations about being broken and you know what? They were right? How and why? That's because they were. Players or GMs failing to read the rules correctly or conveniently ignoring/skipping over them. Yes, I'm sure I would be very powerful if I chose to start ignoring laws and stop paying taxes whilst having no one bother to keep me in check. If you don't check how your players are doing something and they break the game by cheating or using RAW logic, then yeah you've allowed them to take min/max and optimization to a whole new level; a level where rules don't matter. Good luck running a system where rules don't matter. An inexperienced GM should start with core only (PHB + DMG + MM) and work from there. That same GM should also play in other games that have other books open so he can be exposed to those books and understand them better in order to open them up to their own game. Min/max and optimization is also usually aimed towards people who build their characters mechanically to do things really well, but completely ignore the RP side of things. You'll run into a lot of rules lawyers and combat only types. A character with a powerful build has more sympathy if there's a great explanation and story to explain why they have that. A best defense against a character death is to make your character interesting and exciting for a GM to use in their campaign, not numbers. Of course there's also the element of chance, critical hits and what not, but chance can't be manipulated with without outside intervention. A good GM may manipulate chance to allow his players to live or survive, a bad GM will manipulate chance for his own ends (this is a huge red flag and you should run far). Remember, a GM has infinite resources to throw at you. He can always create more monsters, bosses, environments, and encounters. The player however only has his single character and he shouldn't consider them expendable. So as a GM, if you're at a crossroads on what to do, err on the side of players. After all, you have infinite resources, you can always make more stuff. Everyone is just trying to have fun. I've seen a lot of powerful builds be accepted by groups because the character is interesting. If you don't make your character compelling and fun, there's little for others to see in your character aside from the min/max and optimization creature that it is. Lastly and very important, the system is designed so certain classes/feats/combinations are just better. 3.5 was built for prestige classes and once you open that pandora's box, you had best be ready to accept what comes your way. Wizard, cleric, and sorcerer virtually lose nothing by leaving their class and joining a prestige class. Their spellcasting defines them and as long as their prestige class has it, they will only gain. Martial classes, as well as others, gain their powerful through their class and not by their spellcasting which makes it tougher for them to choose prestige classes. You have to remember that the d20 system, without house rules, favors spellcasters as you get higher up. The system starts to break down once you get past 15. Eventually you get crazy high numbers across the board. You get the type of people that can't fail a saving throw unless they roll a 1 or those that can't succeed without a natural 20. I'm of the opinion that you can't break a martial character. You can't break any character unless you introduce full spellcasting. Some will argue with this of course, but I'd be happy to point out some Divine Metamagic Archivists, Incantarix + Shadowcraft mages, Artificers, and Planar Shepard Druids that would disagree with you. I admit that those are the crazy high end examples of classes, but its true. I personally don't like point buys, I prefer dice rolled stats that allow players to get within the same area of each other. If a person has a 42 point buy whilst another has a 48 point buy, it matters little; once you get to that high of a point buy it tapers off. Also giving more equipment/supplies to martial classes instead of spellcasters may help. I've seen too often GMs running low-magic games where magical equipment is exceedingly rare. That doesn't hurt spellcasters, they already have their spells. That only hurts martial based classes. Take a level 20 fighter with only +1 equipment and +2 stat boosters, then take a level 20 wizard with the same equipment. See who comes out on top. Martial classes are more reliant on weapons/armor/stat boosters. That was a long post, but I'm sure anyone who has played a few 3.5 games will know this. These hold true for most other systems as well and I'm sure you can take the non-system specific material and apply them to your own games.