Ironically an RPG using THW members as classes could end up very enjoyable, like almost any RPG idea, if the maker knows what he is doing.
However as soon as I read...
Starting Strength:1000
Starting Agility:12152
Starting Intelligence:21425
It is all too clear that you have not thought too much about this RPG.
Starting stats in the 10^4 range.... please stick to designing LoaP gods if you think that is how maps should be.
A more realistic idea...
Hero: Dr Super Good
Herotype Triggers Moderator
Stat distribution.
str - low end of medium range.
agi - very low
int - very high
Strength - All abilities are highly powerful and have additional conditional effects.
Weakness - Extreemly poor durability. All abilities require casting delay and can be inturupted if hit during that time.
Yes that idea still is not refined enough as it does not factor in the gameplay but it certainlly is infinitly better than giving your friends 10^4 stats at the start and using that as a gameplay foundation.
Read and learn
Heros and maps have to be designed carefully and every axpect thought about. In the case of multiple heroes with simlar rolls, each needs to have specific weaknesses and strengths which will always be in effect. All heroes are to have simlar and complimenting abilities that never lose usefullness. For every strength there must be a weakness to counter it, as if a hero only has strengths it will always be rigged. Remember that your WC3 knowledge is probably less than you would like to believe, so always plan carefully and be prepaired to scrap ideas all the time until they work.
Common faults maps have are...
Making spells scale poorly (so melee heroes attack ends up better than spells).
Too much lifesteal, remember that healing is an important roll.
Too much crit, remember that rolls stacks meanind 6 weapons with crit will give you 6 rolls of crit per attack (although only one can proc).
Too much armor, remember armor multiplies HP by the constant.
Poor stat planning (COT POM rpg), where you end up with dangerously high stats.
Poor enemy planning (a lot of defense maps) where units become pointless.
Poor objective design, where ballence can easilly fall appart.
Failure to notice obvious exploits with terrain and spawns (mauls).
Needlessly hard to obtain save / load codes.
Poor integrity (TBR RPG).