Or we could make, say, 15-20 heroes and then people can choose from them when building their deck. It's not too hard to make stats for card games, and if we keep the art style simple, it wouldn't take much time at all.
^^ This! This is kinda what I wanted >.>
The same problem still arises. I'm saying that each Hero has strength and weaknesses, and by choosing three to start with, you are therefore limiting your options early. The Warrior, Mage, Archer thing was just an example for the underlying problems that you just glossed over by saying that you don't have to choose those three.
You could have any three combinations, but as soon as one of those is eliminated, then the opponent can exploit the weaknesses of the other two. This is the metagaming you somehow wished to avoid being perfectly exploited. One Hero is much more balanced, as the removal of one Hero on either side causes a significant disadvantage for that side with more than one.
It just feels odd to have three Heroes, but only use one at a time. Groups don't fight one at a time if they can avoid it. A lone Hero DOES have to fight with only himself.
But we don't need a Mage, Warrior and Fighter. Why not have a plethora of classes to build on? And 'advance' your base three heroes?
I say have each dungeon deck contain one special item, that if the hero gets to it, and takes it they win.
The only problem with this is that insta-win might happen >.> Like about once in sixty games ,roughly. <5 turn wins can happen too.
The problem arises as to why a player would have an instant win for their opponent in the first place? Especially since they don't have to play it if they don't want to.
@webadict
Adding even more things to keep track of might not be the best...
More things? I don't see really how hard it is to keep track of two individual numbers. Most people these days have access to a piece of paper and writing utensil. Heck, I might even be able to track THREE numbers with one of them.
About resources... perhaps face-down dungeon cards could be 'sacrificed' for better ones. Face-down only, because leveling an already face-up dungeon card is kinda...>.>
Leveling a face-up Dungeon card is not actually that bad. Dungeons are mutable in some roguelikes, though mostly under different circumstances. But, that still is only the way to play Dungeon cards. What about Hero cards? There needs to be some Resource for both of these, other than sacrificing. It works in Yu-Gi-Oh because they have one fight--Monster vs. Monster. This game has two--the Dungeon vs. the Hero and the Hero vs. the Dungeon.
Dungeon cards would be traps, monsters, and cards that had a chance of being a bad thing or a good thing?
I foresee the need of at least a d6 or d4 for randomness.
Again, no player wants to give their opponent something good unless they can turn it against them. Your opponent is your enemy. He is there to make your Hero's life short, painful, and miserable. It is not to let you have a lollipop. It is to give you a poisoned lollipop stabbed into your already bleeding sternum while you attempt in vain to splint your shattered femur.
Also, the first post states there will be a d6, so this is an assumed value.