Thanks for the feedback, everyone. To clarify a few things:
* A percentage of damage done to the monk, after DT, is converted to Wound damage. If the monk gets hit for 100 points of damage, a big chunk of that is still sailing through.
* Wounds are "buckets" of damage, so the monk needs to have that amount filled before they gain the Wound resource.
* Monks start with a limited number of Wounds they can carry at one time. Once that limit is hit, additional damage goes straight through. This is one reason why wearing some amount of armor can be a wise strategic decision, even for a monk.
* Monks' unarmed damage does increase as part of their Transcendent Suffering class ability. This makes their attacks competitive with other fast melee weapons, but their raw damage is nowhere near as high as something like a longsword or a maul. When fighting heavily armored opponents, monks can benefit from using other melee weapons (their special attacks still work with them).
* While monks do have several active-use abilities, Turning Wheel exists to give the monk a passive bonus from fighting with Wounds. If you let a monk with Turning Wheel "ride" for a while, he or she will do additional fire damage on melee hits automatically.
We describe monks in a way that makes them sound powerful because we want you to look forward to playing them, but they are not invincible! They also can't do a lot of the things that other classes can. Their strengths are in mobility, status effects on hits, and resisting/confounding status effects on themselves. They're intended to be melee skirmishers, but they lack the raw damage output of rogues and barbarians, they cannot "hold" enemies like fighters can, and they don't have the command/targeted buff capabilities of paladins.