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

To expand of this:

The workaround for annoyances here is very minor. But it's also directly contrary to the value that DDB provides. Suggesting someone recreate the Drop content manually is telling them they might as well use Roll20 or FG or Foundry or literally any other tool besides DDB to use it. Because you could do the same thing in any VTT. Arguably, you can do it easier/faster/better with other tools. The main purpose of paying for DDB is for the convenience of having content easily available. Once that convenience is gone, so is the value of the service.

To me, this is reminiscent of Apple learning the lesson to remove DRM from iTunes. They figured out that the secret to selling digital music was to make it easier to buy it than to pirate it. If you had to do work to deal with DRM, you might as well do that same work to get the music without DRM through piracy. Similarly, if I have to manually recreate content to use it in my games on DDB, I might as well find another way to get gaming content that's actually convenient.

Do what makes sense for you but I literally timed how long it takes to make a custom copy of the drop - it was 30 seconds. I find it hard to believe you could do it faster in any other tool.
 

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if you are thinking of a single spell, ok, what about in two years when there are 100 spells, 60 feats, and 10 species or whatever

Why would it be much different from if I had a book with 100 spells and whatnot and a player didn't have the book? If someone is interested in a specific spell or subclass I'll take a minute and make a copy.
 



Create a custom feat. Tell it to base it on the drop feat. Rename it if you want. Done in 30 seconds.

Right. I was just playing around with this.

You can't "share" dropped feats, backgrounds etc., but you can create a homebrew feat with the drop as a base. So you can literally just copy it unmodified.

Essentially, you can share the content with no effort.

As for the maps content? I can't see anyone but DMs, who will have a subscription, using it anyway. So that content is shared when you use it in your game.
 

Right. I was just playing around with this.

You can't "share" dropped feats, backgrounds etc., but you can create a homebrew feat with the drop as a base. So you can literally just copy it unmodified.

Essentially, you can share the content with no effort.

As for the maps content? I can't see anyone but DMs, who will have a subscription, using it anyway. So that content is shared when you use it in your game.

It's kind of odd that they didn't set up sharing of player side materials since it's so easy to copy. I understand maps and if they ever add monsters I suppose, those are DM side resources.
 

It's kind of odd that they didn't set up sharing of player side materials since it's so easy to copy. I understand maps and if they ever add monsters I suppose, those are DM side resources.

Maybe they just wanted the drops available to players ONLY if the DM expressly wanted it, hence the extra step.

Or, also possible, the design team just forgot to exclude the drops from copyable content and it's just an accident.
 

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