D&D 5E D&D Beyond Will Delist Two Books On May 17th

D&D Beyond will be permanently removing Volo’s Guide to Monsters and Mordenkainen’s Tome of Foes on May 17th in favor of the upcoming Monsters of the Multiverse book, which largely compiles and updates that material.

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As per the D&D Beyond FAQ for Mordenkainen Presents: Monsters of the Multiverse:

Can I still buy Volo’s Guide to Monsters or Mordenkainen’s Tome of Foes on D&D Beyond?
Starting on May 16, you can acquire the streamlined and up-to-date creatures and character race options, as well as a plethora of exciting new content, by purchasing Mordenkainen Presents: Monsters of the Multiverse. On May 17, Volo's Guide to Monsters and Mordenkainen’s Tome of Foes will be discontinued from our digital marketplace.

If you already own these two books you will still have access to your purchases and any characters or encounters you built with them. They won’t be removed from your purchased sourcebooks. Therefore, if you want the "fluff" and tables in those two tomes in D&D Beyond, you need to purchase them soon.

This is the first time books have been wholesale delisted from the D&D Beyond Platform rather than updated (much like physical book reprints are with errata and changes).

There’s no word from WotC on whether physical books will be discontinued and be allowed to sell out.
 
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You have more trust in corporations then I do, then.

I mean, for the time being, it would be a pretty bad PR move. But in another 10 years? There’s no way they’re going to continue hosting outdated digital content forever. Look what happened with the 4e tools.
I assume that all digital 5e support will go away someday
 

MNblockhead

A Title Much Cooler Than Anything on the Old Site
I consider you to be very lucky, as this is not my experience.

In the tables I play at, the allowed content is specifically dictated by the DMs. If they do not own the book (WoTC or 3rd Party) it is not allowed. The reasoning (right or wrong) behind this is that if they don't have the book, they cant look up the rules to be able to make a call.
I am kinda that DM. I own most of the non-adventure books on D&D Beyond. My players have access to all the materials I've bought. I synchronize DDB character sheets to Foundry.

Building a completely new character class and even certain types of tweaks are not possible or are a lot of work on DDB (though its own their roadmap to better support homebrew classes). While almost anything is possible in Foundry, it can be quite complicated. I'm not interested in spending the time trying to get highly customized classes, feats, etc. working in DDB or Foundry. So I limit options to what is supported, with rare exceptions (mostly feats and magic items).

The Acquisitions Inc and the Critical Role books are the only rules and setting books I don't own. But I do not own most of the adventure books, so options available in them are not available to my players.

I suppose if they were able to figure out a way to create them so that they worked with DDB and Foundry I might consider it. But none of my players have shown any interest in this and they haven't had an issue with these limitations.

I suppose that's an argument for old fashioned pen-and-paper mode. You don't have to worry about software support. But as my players are moving into tier 4 levels, I have even less interest in looking over character sheets and trying to balance things out. Even with all of the digital aids, combat can get sloggy as players have to look up and make decisions on what to do when there are so many options, buffs, debuffs, etc. in play.

I'm not saying I would choose this hill to die on. But I'm not going expend a great deal of effort on something that detracts a lot from my fun. I would be far more likely to experiment for short, low-level campaigns, using pen-and-paper (or PDFs). For a long campaign expected to get into tier 3? Nah, I would rather not.
 

MNblockhead

A Title Much Cooler Than Anything on the Old Site
The idea that there was a homogenous set of D&D rules was an alien concept in both design and practice unless you were playing in some form of organized play where the rules need to be the same across the board or the initial design phases of 2e and 3e. The constant need for product for the former led to layers upon layers of supplements, alternate rule books, etc. While the latter had an official 3rd party conduit of alternate material in the form of the OGL/D20 license and eventually WotC's own variants.
Even then, from what I remember of convention-tournament play in the 80s, you almost always had to select from pre-generated characters.

I missed out on the living world of Greyhawk style play as I wasn't gaming at the time. But I'm guessing it was the precursor to what is not the Adventurer's League. I see the attraction, but if I wanted to play a full modern adventure/campaign, I would rather find a group not subject to AL rules. For pickup games, I would much prefer a one-shot with pregens.
 




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