Make a place (i.e. a city) where guns don't have any more utility than melee weapons. Tight corners and close-quarters involved might make it difficult to justify the use of a five-foot long energy rifle, especially since being in melee with an enemy gives you disadvantage on ranged attacks. Speaking of being in melee, introduce teleporting/really fast assassin-like enemies that get into close range real quick and try to stab them. Gonna be real hard to shoot when you've taken the Disengage action.
Long arms (rifles) suck in close quarters combat (RAW you're at disadvantage trying to use a ranged weapon within 5' range) unless the ranged weapon wielder wants to take a feat that allows close quarters ranged weapons without disadvantage. Of course you could have fixed bayonets or chainsaw bayonets for that matter to make it even more moot.
Maybe energy weapons aren't all that common? Sort of only found in the military or maybe militarized law enforcement, otherwise highly illegal. Pay really close attention to how much ammo those rifles have.
I don't really see any of this as a problem. I mean Cyberpunk Red, almost everyone has 2-3 guns, but the rules also have a fairly sophisticated martial arts system (at least in comparison to D&D) plus melee weapons. There's plenty of reasons someone may opt to do harm via bludgeoning or slashing instead of guns blazing or zapping.
Rollback Post to RevisionRollBack
Jander Sunstar is the thinking person's Drizzt, fight me.
Generally, if energy rifles are easy to get ahold of and everyone has proficiency, there's not much reason to pick up a sword instead. You'd need justification, like if there were enemies that were resistant to energy weapons but not physical attacks- though don't make those too common or people will wonder why you bothered including energy rifles in the first place.
Another option is to make energy rifles prone to breaking if used in close quarters (though if this is the case they should be easy to repair or replace outside of combat) or to simply make ammo for them rare and expensive so that the party is given the incentive to be choosy with what they use them on rather than indiscriminately hosing down every battlefield.
Not sure if you're dealing with space travel, but in a setting I made, melee weapons came back into vogue with space pirates because firearms and energy weapons had a nasty tendency to puncture hulls and kill everyone on both sides of a conflict. No point boarding a ship with something that's bound to kill you too.
2e had a whole module/pseudo-setting that involved an alien species crashing their spaceship on the PC's world (called Tale of the Comet). They were in a war with a different alien AI. It had all sorts of scifi weapons, but also advised that if you wanted to make up anything else, just use existing spells and their effects, like base-level Fireball for a grenade launcher or Magic Missile for a hold-out blaster. I don't see why the same sort of thing wouldn't work in 5e.
2e had a whole module/pseudo-setting that involved an alien species crashing their spaceship on the PC's world (called Tale of the Comet). They were in a war with a different alien AI. It had all sorts of scifi weapons, but also advised that if you wanted to make up anything else, just use existing spells and their effects, like base-level Fireball for a grenade launcher or Magic Missile for a hold-out blaster. I don't see why the same sort of thing wouldn't work in 5e.
Before that, there was Expedition to the Barrier Peaks, which not only included such things as power armor and laser rifles, but was also what first introduce Vegepygmies, Wolves In Sheep's Clothing, and Froghemoths to D&D.
Rollback Post to RevisionRollBack
Find your own truth, choose your enemies carefully, and never deal with a dragon.
"Canon" is what's factual to D&D lore. "Cannon" is what you're going to be shot with if you keep getting the word wrong.
im creating a futuristic dnd world that has energy riffles but i also want to add in melee weapons does any one know how could this work
You could go sci fi with the melee weapons too, make them lightsabers or made of sci fi metals etc.
Make a place (i.e. a city) where guns don't have any more utility than melee weapons. Tight corners and close-quarters involved might make it difficult to justify the use of a five-foot long energy rifle, especially since being in melee with an enemy gives you disadvantage on ranged attacks. Speaking of being in melee, introduce teleporting/really fast assassin-like enemies that get into close range real quick and try to stab them. Gonna be real hard to shoot when you've taken the Disengage action.
Come participate in the Competition of the Finest Brews, Edition XXVIII?
My homebrew stuff:
Spells, Monsters, Magic Items, Feats, Subclasses.
I am an Archfey, but nobody seems to notice.
Extended Signature
More Interesting Lock Picking Rules
Long arms (rifles) suck in close quarters combat (RAW you're at disadvantage trying to use a ranged weapon within 5' range) unless the ranged weapon wielder wants to take a feat that allows close quarters ranged weapons without disadvantage. Of course you could have fixed bayonets or chainsaw bayonets for that matter to make it even more moot.
Maybe energy weapons aren't all that common? Sort of only found in the military or maybe militarized law enforcement, otherwise highly illegal. Pay really close attention to how much ammo those rifles have.
I don't really see any of this as a problem. I mean Cyberpunk Red, almost everyone has 2-3 guns, but the rules also have a fairly sophisticated martial arts system (at least in comparison to D&D) plus melee weapons. There's plenty of reasons someone may opt to do harm via bludgeoning or slashing instead of guns blazing or zapping.
Jander Sunstar is the thinking person's Drizzt, fight me.
Generally, if energy rifles are easy to get ahold of and everyone has proficiency, there's not much reason to pick up a sword instead. You'd need justification, like if there were enemies that were resistant to energy weapons but not physical attacks- though don't make those too common or people will wonder why you bothered including energy rifles in the first place.
Another option is to make energy rifles prone to breaking if used in close quarters (though if this is the case they should be easy to repair or replace outside of combat) or to simply make ammo for them rare and expensive so that the party is given the incentive to be choosy with what they use them on rather than indiscriminately hosing down every battlefield.
Find your own truth, choose your enemies carefully, and never deal with a dragon.
"Canon" is what's factual to D&D lore. "Cannon" is what you're going to be shot with if you keep getting the word wrong.
Not sure if you're dealing with space travel, but in a setting I made, melee weapons came back into vogue with space pirates because firearms and energy weapons had a nasty tendency to puncture hulls and kill everyone on both sides of a conflict. No point boarding a ship with something that's bound to kill you too.
2e had a whole module/pseudo-setting that involved an alien species crashing their spaceship on the PC's world (called Tale of the Comet). They were in a war with a different alien AI. It had all sorts of scifi weapons, but also advised that if you wanted to make up anything else, just use existing spells and their effects, like base-level Fireball for a grenade launcher or Magic Missile for a hold-out blaster. I don't see why the same sort of thing wouldn't work in 5e.
Before that, there was Expedition to the Barrier Peaks, which not only included such things as power armor and laser rifles, but was also what first introduce Vegepygmies, Wolves In Sheep's Clothing, and Froghemoths to D&D.
Find your own truth, choose your enemies carefully, and never deal with a dragon.
"Canon" is what's factual to D&D lore. "Cannon" is what you're going to be shot with if you keep getting the word wrong.
pelor1> Is this addressing what you were looking for? Are we helping?
yes these are all very help sorry i forgot to thank all of you