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

Your estimation isnt based on anything concrete...
I said a few times what it is based on, while your argument apparently boils down to ‘you have no idea what you are talking about’.

Cool, we disagree, more importantly you apparently are in no position to make a better counterargument. So I guess there is nothing left to discuss
 

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I think it is you that is missing the point here.

You can play it the way you describe, but you do not have to.

So let me repeat it one more time: you can play D&D anyway you want to. You should try it. It works.
Why would I? The way I have been treated here for not knowing evetything, just like in real stores, does not make me want to interact with people who play the game on an inter-personal level. Everything I think is wrong, even when I look it up. It is no different from a woman looking into sports for the first time. Constant mansplaining, and the woman is not in her place but invading the male space.

To the first part, IF I were to try, I would do so like every thing else. Follow the instructions first, then, if continuing, adapt afterwards. You and others are taking for granted your experince. Neglecting you are 30th level taking to a 0 level commoner. ;)
 

Edit: And yes I'm wary of any professional coder who without seeing any of the code, integration or setup...claims its just adding some text...:rolleyes:
When I helped at the library, that is exactly what it was, Data Entry. The "coder" was someone that came in and made the interface to the database easier for the input and output. They did not do any sort of adding the data, just fixing the database for the digital card catalogue. They added the major fields to search on: Author, Shelf, DDN, Title, Year, etc. Plus a few more not search terms like popularity for how often a book was checked out, return time, return speed, etc. We did not right the interface, just put in new books and periodicals and let the thing do its magic.

Do you expect this DNDBeyond to have those coders hand type evetytjing at their higher salary cost, or part time cheaper people to do data entry?
 

When I helped at the library, that is exactly what it was, Data Entry. The "coder" was someone that came in and made the interface to the database easier for the input and output. They did not do any sort of adding the data, just fixing the database for the digital card catalogue. They added the major fields to search on: Author, Shelf, DDN, Title, Year, etc. Plus a few more not search terms like popularity for how often a book was checked out, return time, return speed, etc. We did not right the interface, just put in new books and periodicals and let the thing do its magic.

Do you expect this DNDBeyond to have those coders hand type evetytjing at their higher salary cost, or part time cheaper people to do data entry?
I think data entry is only a part of the whole. Give me a sec, going to post something that might shed more light on why Im wary of claiming something is simple with no basis in investigation.
 

Over on reddit one of the DDBeyond devs talked about one of the technical issues they ran into with the previous a la carte purchases, mainly tech debt....

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@mamba You see this is the type of problem you run into without proper investigation and testing... suddenly the numerous individual calls being made to check a person's authorization for all those individual components begins to negatively impact server performance which started degrading the site and application... but its just adding some text...right? From this post it seems they are now looking for ways to totally rework a la carte and are doing it in a limited number of packages for now because it helps limit server load.
 

There's a bit of both - coding and data entry - for the classes and some of the other content on DDB. For example, the Monk's and Barbarian's Unarmored Defense. There has to be some code to get that to apply Con/Dex to AC, beyond just noting it in the section "class abilities".
 

Over on reddit one of the DDBeyond devs talked about one of the technical issues they ran into with the previous a la carte purchases, mainly tech debt....

@mamba You see this is the type of problem you run into without proper investigation and testing... suddenly the numerous individual calls being made to check a person's authorization for all those individual components begins to negatively impact server performance which started degrading the site and application... but its just adding some text...right? From this post it seems they are now looking for ways to totally rework a la carte and are doing it in a limited number of packages for now because it helps limit server load.
The tiniest clarification: Brian is the DDB Executive Producer, not a developer. :)
 


You see this is the type of problem you run into without proper investigation and testing... suddenly the numerous individual calls being made to check a person's authorization for all those individual components begins to negatively impact server performance which started degrading the site and application... but its just adding some text...right?
yeah, I know of that, they are adding 12 IDs here or so, not an issue. Me not mentioning it is not the same as me not being aware, it just does not factor in the equation
 
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