OK, but I'm still wondering exacatly what the "it" is.To me, it seems to be a longevity strategy first and foremost.
Dunno - I'm not sure I get it either.I still don't get it.
So is this statement meant to be nothing more than a marketing gimmick, or a game design goal?
Like I said upthread, this is good provided that the cross-references don't completely dominate the book.Martial Power has feats for genasi and drow. Adventurer's Vault has magic equipment specifically for animal companions from Martial Power. That is an example of the supplement treating another supplement as "core". Knowing that races or classes from supplements are going to be supported in later books is what makes them core.
Everything is core means everything is part of the mechanics of the game. There won't be Forgotten Realms Swordmages, Eberron Spellswords, PHB III Duskblades and Arcane Power Eldritch Knights with options that could fit any of them but are only allowed for one becuase the options are class specific. There will just be Swordmages and/or Swordmage options everywhere, infecting every part of the game.
To me that sounds like a sensible design goal. That's exactly why I got FRPG - bits of stuff I can use and adapt without having to worry about the "Forgotten Realms" on the cover.That's what it means by 'everything is core', that everything is created with the mindset that it can be used anywhere else with little weedling involved. Everything can be appropriate for any setting. It's not like second edition where material balanced for Forgotten Realms would be a different animal than what Dark Sun'd use. There's less learning completely new gaming rules and systems for each campaign setting, thus making the whole more modular.
The first of these sounds good, because balance and trustworthiness of rules are good.The idea that "everything is core" comes as a response to how 3rd Edition simply had multiple cores, and some things were simply not clear as to how they should be used at all. There was core, Forgotten Realms core, Eberron Core, etc... and not only that, but how should I use this? With descretion? As much as I desire?
Now, every book can be thrown into your game. It's all on the playing field.
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It's the promise of "We're not going to release something that you can't trust".
Also, it's the idea that there is one core. Forgotten Realms isn't it's own section of D&D any more. It's a setting for all of the core books, which is everything. There's not a Dragons of Faerun... there's Draconomicon. And it's the Draconomicon for D&D core, it's the Draconomicon for Forgotten Realms, and it's the Draconomicon of Eberron. There's no Planes of Eberron. There's Manual of the Planes, and that's what's core.
The second certainly doesn't bother me because I don't use published settings holus bolus, and am happy to mix, match and reskin as seems appropriate. (But is it actually true anyway? Are there now going to be waforged in canonical Forgotten Realms products?)
So if "everything is core" means something like all of the above - reliable, portable, well-supported rules - then why would anyone find this sort of design approach objectionable? Is it because they want particular settings to have unique rules elements associated with them?