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Idea for D&DBeyond
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<blockquote data-quote="lkj" data-source="post: 7362415" data-attributes="member: 18646"><p>You're probably right that they wont' go for it, due to the income stability that subscriptions offer. But I suppose it also depends on how many 'hero level' subscriptions they are getting (those have the primary benefit of allowing unlimited characters). The primary benefit of the Master subscription is the ability to content share so that your whole group doesn't have to buy the books.</p><p></p><p>Just depends on a sort of 'price point' really. Will offering one time purchase character slots bring in enough new purchases to offset the loss in those that were willing to subscribe? I mean they've clearly done a calculation like that elsewhere. Allowing content sharing presumably costs them book purchases. And the subscription rate is low enough that it takes a year on a subscription to even recoup the costs on a couple of players handbook purchases. They must be figuring that allowing the content sharing brings in enough additional users to offset the per customer losses. </p><p></p><p>Anyway, it depends on how the math works out on their end. I have no clue.</p><p></p><p>AD</p></blockquote><p></p>
[QUOTE="lkj, post: 7362415, member: 18646"] You're probably right that they wont' go for it, due to the income stability that subscriptions offer. But I suppose it also depends on how many 'hero level' subscriptions they are getting (those have the primary benefit of allowing unlimited characters). The primary benefit of the Master subscription is the ability to content share so that your whole group doesn't have to buy the books. Just depends on a sort of 'price point' really. Will offering one time purchase character slots bring in enough new purchases to offset the loss in those that were willing to subscribe? I mean they've clearly done a calculation like that elsewhere. Allowing content sharing presumably costs them book purchases. And the subscription rate is low enough that it takes a year on a subscription to even recoup the costs on a couple of players handbook purchases. They must be figuring that allowing the content sharing brings in enough additional users to offset the per customer losses. Anyway, it depends on how the math works out on their end. I have no clue. AD [/QUOTE]
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