Gnollrunner said:
As along as the near plane is also within that boundary, the problem should never occur.
That's the thing: the size of a player-character's collision-shape is likely (at least in my experience) to be small enough that a fairly-standard near-plane will fall outside of it.
(This is something that actually happened to me--hence, I daresay, my thinking to mention it. As I recall, many years ago I had a problem with clipping in my first-person camera, and the advice that I was given was to reduce my near-distance, as my near-plane was essentially “sticking out of” my character-controller.
I suppose that I could have made the controller bigger--but that may have made for a more-unwieldy character.)
Gnollrunner said:
With a 3rd person camera, you can also get very close to terrain, …
I suppose that this depends somewhat on the type of third-person camera in question: an over-the-shoulder follow-camera could well end up pointing at geometry at close range--albeit I would think still less-commonly than a first-person camera.
(The cases of the camera's sides, top, or bottom approaching near to geometry being a slightly different matter; you likely won't see much of the geometry in question that way.)
However, a distant third-person camera (think of certain types of RPG) may never draw near to any geometry at all--or when it does, may be able to just fade that geometry out as it approaches.
Gnollrunner said:
The case of a first-person camera is a bit easier because it should always be in the collision boundary of the player …
Oh, certainly a third-person camera is in many cases a more-complex thing than a first-person one! As you say, the positioning and collision-detection involved in an over-the-shoulder camera is trickier than in the case of a first-person camera.