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

If you want something you "own", that's fine. I don't see a case for justifying it by the theoretical value of selling it later.
I am not justifying it, quite the opposite. I said that in both cases you should base your decision on whether the content is worth the subscription to you and not consider it some form of investment. If you can resell it that is an added bonus, nothing more.
 

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I don't pay for my D&D Beyond subscription for any kind of perceived future value. The future? I'm not even confident that the world's current trajectory isn't destined to break the world's physical and digital infrastructure, economy, internet, or essentially any and/or everything. Do I really think the world will be recognizable by 2030?

I pay for my D&D Beyond subscription because it gives me immediate value for my D&D gaming so I can play online with my friends who live elsewhere in the world.

For the longest time, we as TTRPG gamers would defend our spending habits by comparing them to the costs of other hobbies. I will gladly pay $1.10 a week for a Master Tier sub to run D&D on the Maps VTT so even 1 of my distant friends can play with me every week.

I'm not saying that others are wrong for not finding the same value in D&D Beyond that I do. I'm just providing context on why this cost for a temporary service is a negligible hobby investment for me. It's a better value than ANY OTHER video, board, and card games for me. (YMMV)
 

There's positive and negatives to both physical books and online subscription based services. Which is why I feel they'll continue to offer both for as long as there is a market for both.
Personally I prefer physical stuff because I'm from the 20th century. But, I lost most my dungeon/dragon magazines and a bunch of 2e books from water damage in my garage years ago, so I can see the advantages of soft copies.

I've also played in a game where the DM never owned a singe RPG book that went for several years. If he needed to know a rule, he just googled it. So I've never bought into the idea that players are being forced into subscription models.

I'm happy people with DDB are getting rewarded with drops even though I don't use it. It sounds like a good thing to me.
 

I don't really see any difference between a paper character sheet and an electronic one. It's just the material that's changed. It's still just a character sheet. What if it was a cardboard character sheet or a dry-wipe board? Or does it have to be paper? Does it matter what colour ink they use?

I'm being a little silly, admittedly, but none of these things change the experience of the game for me.
Sure, except you can share books. You cannot share your personal subscription full of things you personally bought that are locked to online-only. That's a video game at that point. Personal buys locked to your account, not group options. Personal-tied, not options shared with everybody to shape a campaign.

And that is before touching the power creep. The recently released hex-touched background is one of the best, if not strongest in the entire game, background for warlocks. They are releasing power creep tied to personal subscriptions. Monetizing selfishness is crazy to me in a group game.

And they want everyone playing online only.

Behold the future of D&D, writ three years ago
 

Sure, except you can share books. You cannot share your personal subscription full of things you personally bought that are locked to online-only. That's a video game at that point. Personal buys locked to your account, not group options. Personal-tied, not options shared with everybody to shape a campaign.

If you subscribe (at Master tier, unsure of lower) you absolutely CAN share anything you've bought with anyone in a campaign with you, whether they subscribe or not.

And that is before touching the power creep. The recently released hex-touched background is one of the best, if not strongest in the entire game, background for warlocks. They are releasing power creep tied to personal subscriptions. Monetizing selfishness is crazy to me in a group game.
As always, the DM is 100% free to let in content, or not, as they see fit. This doesn't change because the content is in electronic format.


And they want everyone playing online only.

Behold the future of D&D, writ three years ago

Project sigil, which is what this looks like, was a complete failure. They're focusing on maps now.

And WoTC is still fully supporting in person play, just because they're also trying to maximize online presence, doesn't change that.
 
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Sure, except you can share books. You cannot share your personal subscription full of things you personally bought that are locked to online-only.
With a master tier subscription, you can share purchased books with your players. All they need is to register a free account, they themselves do not need a subscription. The new drops content is an exception to this and cannot be shared.

And that is before touching the power creep. The recently released hex-touched background is one of the best, if not strongest in the entire game, background for warlocks. They are releasing power creep tied to personal subscriptions. Monetizing selfishness is crazy to me in a group game.
Power creep is in the eye of the beholder. The new background and feats, IMO, are pretty cool, but are not overpowered in any way.

And they want everyone playing online only.
Based on the words and actions of WotC, you are incorrect. WotC wants you playing D&D, in person or online. Using DDB, Fantasy Grounds, Roll20, or fully analog.

WotC is working on improving the value of DDB because . . . wait for it . . . its what the majority of fans want. Not to play online necessarily, but to use these online tools to build and manage characters for players, and run games smoothly for DMs.
 

Sure, except you can share books. You cannot share your personal subscription full of things you personally bought that are locked to online-only. That's a video game at that point. Personal buys locked to your account, not group options. Personal-tied, not options shared with everybody to shape a campaign.

And that is before touching the power creep. The recently released hex-touched background is one of the best, if not strongest in the entire game, background for warlocks. They are releasing power creep tied to personal subscriptions. Monetizing selfishness is crazy to me in a group game.

And they want everyone playing online only.

Behold the future of D&D, writ three years ago

Why can't I, in session zero, have my friend at the table write the Pact Seeker as a background on their character sheet? It isn't like everyone buys the Monster Manuel before we get attacked by Kobolds. This is a communal game.

Also I disagree on power creep, while the new general feats are good they aren't that good. You are still better off taking a single layer of fighter compared to Infernal Bulwark as a general feat (after taking Pact Seeker as your origin feat), if you are playing a pact of the blade warlock, so taking the feat is not the optimal decision.

All of the content is fun and I very much appreciate having it. Buying dragon magazine was also fun. Just like dragon magazine though this is hardly a requirement to play the game.
 

With a master tier subscription, you can share purchased books with your players. All they need is to register a free account, they themselves do not need a subscription. The new drops content is an exception to this and cannot be shared.

You can create a custom spell, feat, background and so on from the drop version and then share it with your players. You just can't make it public.
 

If you subscribe (at Master tier, unsure of lower) you absolutely CAN share anything you've bought with anyone in a campaign with you, whether they subscribe or not.
Sure, you can share anything you've bought, but not anything you rent.

Drops are players renting content that cannot be shared, so everyone must rent. That's what this thread is about. Deciding to rent or not will have players with more options or not.
 

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