The AD&D Monk is strange. You don’t see many people choosing it. Most players skip right over it, and there’s a reason.
You start with 2d4 hit points. You’re not allowed to wear armor. Your weapon choices are limited. And the game still expects you to run into combat and survive with your bare hands.
That’s asking a lot.
The class does get powers. You can deflect arrows. You can fall from heights. You even get a special death touch at high levels. But early on, the Monk is weak. You’re not a fighter. You’re not a cleric. You’re not a thief. You’re just a guy in robes who gets hit once and falls over.
Then there’s the XP. Monks need more than most classes to level up. And once you hit a certain level, the book says you must fight another Monk to move forward. Not a monster. Not a quest. Another Monk. And only one of you walks away with the level.
It’s clear what Gygax was going for. Martial arts. Eastern influence. A wandering warrior vibe. But in a world built around swords, spells, and steel, the Monk always felt like it was dropped in from another game.
Still, a high-level Monk can be powerful. Fast. Deadly. Hard to pin down. But getting there takes work. Most players never make it.
That’s why you rarely see them at the table. Not because they’re bad. Because they’re hard to use and easy to ignore.
If you want a challenge, go ahead and play one.
I've played Monk class lots of times, I don't think it is any weaker than the Thief or Magic-User at low levels, Monks can use javelins and crossbows and still allow Dexterity bonus so at starting levels they can act as a ranged class during combat (as long as they aren't nerfed by friendly fire rules)
Obviously we know in real life that martial arts can be deadly. Did WOTC ever play with the stats for the monk?