Well ghost, my last post really wasn't all that much to do with your perks, and more to do with the drastic racial perk discrepancy we have on the list.
But i have to say that [assuming perks we have on the list would be the same for the three tribes] the Earth ponies would have been the best martial types then already, they can make better equipment, and do better with weapons they have anyway. Also based on the population you see in the show, and the fact it was implied that the Earth ponies grew more food in the episode about the tribes, they probably had more ponies, generally speaking i think they would have had larger groups/armies, and would be generally tougher/stronger and be able to slug it out better in prolonged fights. The unicorns and Pegasis ponies would have better specialists with flying forces like the wonderbolts [or equivalent] and the unicorns with some powerful wizards with great and powerful spells [or equivalent], but thats really not all that important to the topic i guess
Now anyway on your martial arts perks.
I think you need to make them either all racial only, or non racial only, Zebra bodies are different from earth ponies just like they are from unicorns, i honestly don't see a need for martial arts as anything more then filling out zebra's more, and they really need it. Nine out of ten times gun beats spear anyway that's why around 1/3rd of all perks seem to be associated with unarmed/melee already [giving credit to Dime here
] so adding more perks should be cut down as much as we can.
okay now lets get down to numbers here, if i am reading it right this is what you get for all the perks into fallen ceaser style.
+15 sneak, +15 unarmed, +15% to critical hits with bare hoof/shod hoof, +10 damage and -10 to targets DT, Add Agility to damage along with strength, Unarmed attacks now have a chance to paralyze your target gets END -2 check, for 5 turns (does not stack with paralyzing hoof) [had to Copy pasta i find this mechanic a little complicated], armor piercing for DR [WOW], crippeling, and double stats to bare hoof attacks.
Okay now i have to say that you should cut the perks down from 10 plus a trait [or a quest perk] to about 5, and loose the need for the trait and quest perk. I personally think that the need for a level 20 character to be around just for the option to exist for the player is a bit of a problem, it creates the need for more level 20 NPC's to be just around, and make it harder for a player to feel that their character is all that needed, to stop the bandits, save the prince, or fight off the abomination to save the town, since their master could just do it better and faster, now i know real life and the IC dosn't work that way, but i have had problems myself in campaigns were high level NPC's were common, since the question of "why do you want me to do it? there is much better people around to do it!" can really hurt a game. Also it gives the same issue that cyber pony gives were a player can't level up and take the perk since the NPC they need is not around.
Now if you cut the perks down to 5, it means the tree needs to be less, frankly, OP. the first three perks give almost as much skill boost as the skill boost perks, and the same critical bonus as Ninja gives, a level 20 perk. granted its limited to bare hoofs but still at level 4 its possible to have a 25% critical hit chance with their main weapon, which they always have and is free. And the DR reduction is going to have to go, only a high level Monster perk grants that and players are not allowed to have it [also as a note, Kkat has expressed a desire to keep DR as the 'best' defense to keep power armor worthwhile]. i would also say get rid of the "like paralyzing hoof" effect since its not as good, and is un needed [Xenith was noted as having paralyzing hoof anyway]
Now i DO like the idea of adding in the AGIL for damage, and the level 20 of the tree is great i love it.
+15 sneak, +15 unarmed, +10% to critical hits with bare hoof/shod hoof, +10 damage and -5 to targets DT, Add Agility to damage along with strength, , crippeling, and double stats to bare hoof attacks.
level 4 : +5 sneak +5 unarmed +5 damage
level 8 : +5 sneak +5 unarmed grants Armor piecing [light]
level 12: +5 sneak +5 unarmed +5 damage
level 16: +10% critical hit chance Add Agility to damage
level 20: Add Crippling effect to bare hoof's and double stat bonus to damage.
What do you think about this then? the bonus it gives is still very good, and leaves room to take some of the existing unarmed/melee perks to fill it out more, and it keeps a more even perk to level distribution. As a player and DM i really just can't see a player wanting to invest more then half of their perks into one thing like unarmed since it would to make then great at hitting people at the expense of being able to do much else that needs perks. I also think you need to lower the pre reqs a little as demanding 100 unarmed at level 10 is a little rough and again, is at the expense of the player being able to lock pick, hack, sneak, or speech is a little rough.
Let me know what you think? if we combine our lists and idea's i think we can work out some stuff that will make the game better, and that's what we both want anyway
Ask me about shamanism, i can FAQ it for you.