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

that was already done for the books they are in, this is just a repackaging of existing content
Labor costs money. Its not just repackaging its either coding and/or manipulating a DB for these objects to be independent of the PHB.
the free rules do not contain more than the SRD does, so there is nothing lost that isn't already lost by having an SRD'. It's another way of lowering the cost of onboarding players
The simple fact that it was laid out in a more accessible manner than the SRD...means someone had to do that work and be compensated for it...that costs money

The fact that it is a more accessible than the SRD means it is an easier substitute for the PHB again canibaizing potential purchases of the phb...

You seem to believe the only cost involved in any product is developmental... which isnt true.
 

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Labor costs money. Its not just repackaging its either coding and/or manipulating a DB for these objects to be independent of the PHB.
that is next to nothing, if they sell 100 packs they made that money back

The simple fact that it was laid out in a more accessible manner than the SRD...means someone had to do that work and be compensated for it...that costs money
not all that much, but I was not arguing that point anyway

You seem to believe the only cost involved in any product is developmental... which isnt true.
no, I believe that the cost of repackaging digital content you already have is dirt cheap. Esp. since they already have the technology for it. They just need to assign the same item to multiple products, just like they do with the Artificer base class and the new Ravenloft book. That cost is recouped by a few sales
 

that is next to nothing, if they sell 100 packs they made that money back
What are your assumptions based on...do you know how easy or difficult the DnD Beyond platform is to make changes to?

not all that much, but I was not arguing that point anyway
Again what are these assumptions based on?
no, I believe that the cost of repackaging digital content you already have is dirt cheap. Esp. since they already have the technology for it. They just need to assign the same item to multiple products, just like they do with the Artificer base class and the new Ravenloft book. That cost is recouped by a few sales
Again what is this belief based on? It seems kind of uninformed to assume the cost and resources are negligible when you're basing it on a super simplistic model.

So I guess labor is negligible, design layout is negligible, coding costs are negligible, DB costs are negligible, hosting costs are negligible, infrastructure upkeep is negligible... so like I said earlier, the only cost you seem to feel matters is...development costs for the game? And ill say it again that seems like a vastly simplified way of looking at the costs for any product.
 


those were already done for the product the pieces were taken from or the platform in general
It's setting the pieces up as individual objects vs them being part of the PHB... Im not even sure what this sentence means in the context of coding the functionality or setting up the individual objects in a DB....
pretty much, we are talking about a few KB of text here
Lol...ok I've seen this type of... its just a button type thinking before and its usually how work and cost estimates end up falling short.
 

It's setting the pieces up as individual objects vs them being part of the PHB... Im not even sure what this sentence means in the context of coding the functionality or setting up the individual objects in a DB....
if the guys at DDB are at all competent that is not hard, they had individual items for sale for years and they will include the Artificer base class with the Ravenloft book.

This should not be more effort than entering a few records in a table

Lol...ok I've seen this type of... its just a button type thinking before and its usually how work and cost estimates end up falling short.
usually I am pretty accurate, did it ever occur to you that you are drastically overestimating the effort involved?
 

if the guys at DDB are at all competent that is not hard, they had individual items for sale for years and they will include the Artificer base class with the Ravenloft book.
Im not sure how this relates to items that were not previously bundled, sold together and coded to have functionality outside of owning the PHB...is there a model to follow for creating it.. sure, is it a few lines of code and 15 mins...no thats not how development works... and thats disregarding time/money for QA testing, any bugs or breakage that is caused by the changes, deployment, etc.
This should not be more effort than entering a few records in a table
They need to have tags or keys, separate from those used for it in the PHB...then those tags or keys have to be set up with code that has similar functionality but different restrictions than those used for it in the PHB. So no it's not entering a few records in a table.
usually I am pretty accurate, did it ever occur to you that you are drastically overestimating the effort involved?
Accurate about what? No Im not saying its the hardest thing in the world... but discounting it as nothing shows a lack of knowledge around software and DBdevelopment, design and integration...like I said, ive seen this attitude from business and it usually causes poor quality and bad estimates.
 




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