D&D Beyond Drops are antithetical to D&D Beyond's traditional subscription model

The new service diminishes the traditional value of a subscription, even while adding new content.
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This week, Wizards of the Coast announced a new feature for D&D Beyond, exclusive to subscribers of the service. Drops are a new weekly feature of the site that will add a smattering of new content, such as spells, feats, or monsters to a new compendium accessible only to subscribers. Included in the initial drop were over 100 maps from previously released editions of the game as well as 250 "reveals", all of which are available through D&D Beyond's Maps VTT.

On the outset, the Drops compendium seems like an easy way to add value to D&D Beyond's subscription service. While Drops continues a trend of "digital exclusive" content to D&D Beyond, the content itself (at least initially) seems rather tame. So far, there's no indication that D&D Beyond will add new subclasses or species to the Drops compendium and the feats and spells they initially added hardly seem like "must-have" spells. However, the implementation of Drops marks a notable shift in how D&D Beyond's subscription service works, and it's for the worse.

Traditionally, the core reason to subscribe to D&D Beyond is to unlock content sharing between accounts. If one player subscribes to D&D Beyond and creates a campaign for players to use, other party members in that campaign can access any content the subscriber has purchased through D&D Beyond. However, content released through Drops are locked behind a subscription - it cannot be shared to other party members. What's more, Drops content is only available to those who have an active subscription. If a user lets their subscription lapse or cancels it, they lose access to the content.

It's unclear whether this was a deliberate move or a quirk of D&D Beyond's now decade-old service, but the rollout of Drops as it is now is a step back for D&D Beyond. Since their acquisition of D&D Beyond back in 2022, Wizards has looked to "extract" value from the service. At first, this came in the form of digital exclusive perks available to anyone with an active D&D Beyond account. Then came additional subscriber perks such as early access to new D&D book releases, or additional "DLC" content exclusive to D&D Beyond. Still, these were all "value adds" - ways to increase the value of a subscription or an active account. Although Drops is supposedly the same, excluding the content from the traditional subscription content sharing service is a major setback to what's supposed to be the core reason to have a subscription in the first place.

It's clear that D&D Beyond is attempting to entice the average player to purchase a D&D Beyond subscription. Previously, the business model encouraged a single player from a D&D game to purchase a Master tier subscription and content and share it with fellow players. However, D&D Beyond Drops explicitly encourages every player in a game to purchase a subscription to gain access to player-facing material that would otherwise be unavailable to them. And while I'm sure there's workarounds such as a DM directly adding the content to a player's character sheet or simply screengrabbing the content and passing it along to players, D&D Beyond Drops still represents a notable shift into how D&D Beyond uses its subscription model.

One of the big worries when Dan Ayoub and other gaming executives took over Wizards of the Coast is that they'd look to shift their core games to a live service model. I'd argue that Dungeons & Dragons has always been a live service game, one that's continuously updated via new content. D&D has even featured a subscription model of sorts in the past - many now core parts of Dungeons & Dragons were first released through Dragon Magazine, which of course was available via a subscription. Of course, when Dragon was released, it was easy enough to pass a copy of a magazine with a new class or new spell to another interested party member, and of course ending a Dragon subscription didn't mean losing access to past magazines. Still, D&D Beyond Drops marks a worrying shift as to how D&D's live service model is changing. Previously, a D&D game needed only to pay $54.99 a year to gain access to any content purchased by a subscriber. Now, every player has to pay a minimum of $25.99 a year if they want access to certain spells or feats. It's a clear way to drum up more revenue for the D&D Beyond service while diminishing the value of D&D Beyond's traditional subscription model.
 

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Christian Hoffer

Christian Hoffer


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I am not entirely sure why you quoted me. Even when using D&D Beyond for in-person games, you are still technically online. I use the platform for both my in-person sessions and my internet-based games. In my view, an offline DM is someone who does not use any internet-based tools at all, acting instead as a traditional pen and paper DM. The main point of my post was that drops are not a major issue. Do you disagree with that?
Well, I misunderstood you. When you wrote "play online" I assumed you meant "play online" not "play while using some online tools." My apologies. You may not be aware that sometimes people actually play the game online, like I will be forced to do tomorrow night due to travel and scheduling issues, and that is normally what is meant by "play online." We will all be on cameras and mostly using digital tools, including Maps (to which I have uploaded overhead photos of some Dwarven Forge terrain I have built for the encounters, which is a super cool thing I just realized I could do a few weeks ago, because I'm kinda slow I guess). Though all of us like to roll actual dice and just trust each other to be honest.

According to a recent Chris Cocks interview, the large majority of D&D players now use DnDBeyond and/or other digital tools like Foundry and Roll20. I suspect many of the older folks who frequent this forum (I'm 58) underestimate the ubiquity of online tools. For most folks younger than us, using digital tools or a subscription is not a controversial choice; it's hardly noteworthy. It's just how things are.
 
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suspect many of the older folks who frequent this forum (I'm 58) underestimate the ubiquity of online tools. For most folks younger than us, using digital tools or a subscription choice is not a controversial choice; it's hardly noteworthy. It's just how things are
Choice? What choice? We have to pay property tax online now by debit card. You are not even allowed to pay in cash!

I can see the benefit of offering both options, but who are raising these weak minded kids?

We came home from school walking 2 miles to an empty house. You waited until someone came home to get in, and if you were bored until then you coukd go milk the cow of collect eggs from the chickens. You learned how to do things and how to stay safe.

These people keep letting their kids do everything online, when every week some new business gets hacked giving away all your financial details? Our parents were called neglectful for working to make ends meet, while todays parents can not even teach their kids basic safety?

This is so stupid. No wonder social security will not last another decade because all these kids always online will have all their money taken by some hacker and not even care.

How much information does Hasbro collect and sell on each user?

Sorry for the skreed, it just hit me the wrong way.
 
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Too confusing. I will just push the red button on "is 5e free", and wish the rest of you good luck.
How is it confusing? The core rules of the game (SRD 5.2) is in creative commons and cannot be revoked. The basic rules are also free and include all the rules for playing the game copied from the PHB, DMG and MM. It has a subset of classes, species, spells, equipment and monsters. You could run an entire campaign up to level 20 using only the basic rules.

Everything you need to play the game is free. Of course they aren't going to include all the options, they still want you to buy the books.
 


Well, I misunderstood you. When you wrote "play online" I assumed you meant "play online" not "play while using some online tools." My apologies. You may not be aware that sometimes people actually play the game online, like I will be forced to do tomorrow night due to travel and scheduling issues, and that is normally what is meant by "play online." We will all be on cameras and mostly using digital tools, including Maps (to which I have uploaded overhead photos of some Dwarven Forge terrain I have built for the encounters, which is a super cool thing I just realized I could do a few weeks ago, because I'm kinda slow I guess). Though all of us like to roll actual dice and just trust each other to be honest.
No problem! I am sorry if I was not clear with my wording. I am 61 years old and worked as a computer specialist for 33 years, so technology does not intimidate me. Although I only entered the hobby last year, my first Dungeon Master relied strictly on pencil and paper. I personally prefer using D&D Beyond, which I currently do in both of my weekly games, because it streamlines the process and ensures the game flows better. I still carry everything needed for offline play in case the Wi-Fi goes down, which has happened a few times at the hobby shop where I now play in person.
 

Choice? What choice? We have to pay property tax online now by debit card. You are not even allowed to pay in cash!

I can see the benefit of offering both options, but who are raising these weak minded kids?

We came home from school walking 2 miles to an empty house. You waited until someone came home to get in, and if you were bored until then you coukd go milk the cow of collect eggs from the chickens. You learned how to do things and how to stay safe.

These people keep letting their kids do everything online, when every week some new business gets hacked giving away all your financial details? Our parents were called neglectful for working to make ends meet, while todays parents can not even teach their kids basic safety?

This is so stupid. No wonder social security will not last another decade because all these kids always online will have all theur money taken by some hacker and not even care.

How much information does Hasbro collect and sell on each user?

Sorry for the skreed, it just hit me the wrong way.
I assumed you were being ironic - "back in my day we walked two miles to school, uphill both ways" etc. - but now I'm not sure. I don't have much patience for "kids these days..." complaints, as those making them invariably forget all the complaints old people had about us. Written as a proud member of the "slacker" generation.

Statistically speaking, kids these days are much better behaved than my generation. I'm a teacher, and our main problem isn't with kids these days not working hard enough, it's with anxiety disorders being through the roof while they all try to do much much.
 


kids these days are much better behaved

problem isn't with kids these days not working hard enough
That has nothing to do with what I said. I was talking about the fragility of safety and security caused by living online, in response to you mentioning how doing everything online is not even a choice for them, but seemingly more like a reflex.

Maybe being always online is a cause for their anxiety? This push to more being online will not help.
 

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