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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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.
Which is why you make a custom feat, spell, background as a copy. Bazinga, problem solved.

edit - ninja'd. Should have looked at the next page.

I would also say that I don't see it much different than the DM having a different book than anyone else - the person interested in the feat would read it, copy it and use it, then and the book back to the DM.
 

So it's not a problem; just leave it up to your DM to fix it? Well that's a very 5e solution to things I suppose. When they have entire books worth of content on Drops, I wonder how much homebrew that will be. It's not a problem because it can be fixed.

Somewhere on planet earth Oberoni just sneezed.

Drops should have never been subscription locked is the summation, you pay higher tiers for the purpose of sharing with your table.
 

So it's not a problem; just leave it up to your DM to fix it? Well that's a very 5e solution to things I suppose. When they have entire books worth of content on Drops, I wonder how much homebrew that will be. It's not a problem because it can be fixed.

Somewhere on planet earth Oberoni just sneezed.

Drops should have never been subscription locked is the summation, you pay higher tiers for the purpose of sharing with your table.

How is it any different than a DM owning a book that the player does not?
 



I mean we know what they want...

Dang Skippy: "what is that feat? Thats cool!
Bob's your Uncle: "its a drop from subscribing"
Dang Skippy: "Dude, I'm going to subscribe"

But its not that dissimilar to;

Dang Skippy: "what is that feat? Thats cool!
Bob's your Uncle: "its from Tasha's"
Dang Skippy: "Dude, I'm going to get that book"


I kinda agree with many folks, nothing new here. (except the "ephemerality" of Beyond, which oddly, a different argument/discussion)
 

And I can pull up the info on my device and hand it to a player or share my screen on discord, just tell them what it does or any number of other options. It's no different.
if you cannot see a difference between something that is natively supported by DDB and something that needs workarounds to accomplish the same thing then that feels like it is on you
 

if you cannot see a difference between something that is natively supported by DDB and something that needs workarounds to accomplish the same thing then that feels like it is on you

If I have a book and my player doesn't they likely won't know about the feature unless I tell them about it. In the past it's always been show them the book, they read over for a minute it and decide if they want it. In a few cases they'll buy the book themselves but just as often they'll write down how it works.

That's the way it's worked ever since I've started playing D&D. The only difference now is that if they want it, I can make it available to them online. It literally takes less than a minute to create a custom version, it's hardly the massive burden you're making it out to be.

So yes, I see a difference. Like everything else with DDB the tool makes life easier for me and my players.
 


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