Monk fail is slightly less subtle, which somewhat justifies that someone whose name will be withheld recently claimed Monks were completely playable as long as all of their opponents were not optimized theoretical casters. I of course pointed out anything remotely level appropriate slaughters them, spells or not.
Well, the detectability of fail varies.
You have abilities that outright make you worse off - even newbies can spot these. Usually.
You have dead weight abilities(hello skill focus) that occupy slots that can be used for better abilities - Nothing a little insight into the game won't fix, but this is a breeding ground for Pathfinder style traps. The hardest to spot, since you don't know the cost/value breakdown without experience or a keen instinct.
Monks are a complete and utter lack of synergy. This is hard to spot for people who cannot 'connect' synergistic abilities together. Practically everyone here at CO is good at spotting synergy(especially unintentional synergy), but taken on their own, all the abilities read as good ideas.
Flurry + 3/4 BAB = fail.
Monk weapons(universally low damage dice) + Extra attacks = fail.
Flurry(a full attack only mechanic) + Speed boost & mobility = fail.
Lack of armor + (at best) light armor equivalent bonus AC = fail.
Low AC + Full Attack mechanic = fail.
Low AC + high mobility = nearly win, except they won't be able to do jack offensively. So fail.
Best attacks tied to unarmed strikes(which cost much more to enhance than weapons) = fail.
"Unequipped Class" + no significant replacement for equipment = fail.
Funny thing is, if their AC bonus was actually comparable to heavy armor(a Medium Armor static bonus + a second stat to AC should do it), they could actually risk full attacking.
If they could flurry with decent weapons, it would actually be worth the risk.
If their unarmed strikes had built in enhancement bonuses to hit and damage instead of the useless Ki Strike(magic), you could even hit sometimes with 3/4 BAB.
If flurry could be used as a standard action, or could be added to single or full attacks alike(like Snap Kick), then you could actually move and hit respectably.
Now consider this. A monk with AC unarmored bonus comparable to medium armor + Wis to AC, with a scaling enhancement bonus to unarmed strikes, full BAB, flurry that works even if you move.
Now it becomes merely bad in the same sense Barbarian is, that is to say it'd be good within it's niche speciality, but nowhere else, rather than being useless at everything.
As for matching RL martial monks, a lot of the stuff seems akin to ToB really, especially if you tap into the fiction(which you would if you're making monks above level 6). The Iron Cloth Vest(