For those not in the know: The monk in D&D (Dungeons and Dragons, the greatest and most sucessful pen and paper RPG ever) is a secondary melee fighter who uses only certain exotic weapons or no weapon at all. Now you may be thinking, what? no weapon? how's it a melee fighter then? Answer: Level dependant attack bonuses and damage dice. But I digress.
Basically, the idea is to thematically (note: not mechanically) transpose the class into the guild wars environment, with focus on the unarmed combat and doing novel things with that. Now, there are __ potential problems with balancing:
Dealing Damage: The problem here is that hands aren't the best (lethal) weapons in large melee fights. (especially when everyone else has bits of sharp metal) The solution: tatoos or some other form of enhancement (filling the weapon slot like a 2H weapon) that increases damage magically.
Recieving damage: being on the frontline, (though not the front frontline) monks need a way to avoid/reduce damage. But where can they get it when traditionally they were light or no armor? Dodging. (Based on an attribute, probably the primary)
So we have the Attributes:
Awareness (Primary)
Unarmed Combat
Grappling
Pressure Points
Focus Mastery: Provides +3% chance to dodge attacks. Focus Mastery skills involve evasive maneuvers and uninteruption.
Unarmed Combat: Increase damage and crit chance when attacking w/o a weapon.
Grappling: (More on grappling later, but basically, you initiate a grapple, and you have certain % chance to maintain grapple every 2 sec, and grapple skills can have devastating effects I.E.- extended knockdown, disabled weapon, or just lots of damage)
Pressure Points: Condition Granting (enemies) and Condition Removal (allies) and other various effects. (Quiverring Palm anyone? it'll be less powerful than in D&D, I promise)
It's late here, but I'll have more tomorrow.
m

Man, that would be awesome.