>>3813321
Most of that is supposed to be balanced out by a huge nerf to their Charisma, Agility, & to a lesser extent, Strength, Perception, & Endurance. They should be hobbling around very slowly for the most part, & as in Tactics they shouldn't be able to wear leather or metal armor due to the risk of it sticking from the heat & completely skinning them alive when taking it off.
It's absolutely a bridge too far though when Bethesda said they can survive without food & water, even though the Glowing Vault 8 Ghouls of Necropolis & Harlan at Repconn explicitly demonstrated prior that this is false. A slower metabolism makes sense, but not that.
Also, radiation shouldn't heal them, they should just be largely immune to ill effects, but still gain a higher level of rads overtime, that culminates with becoming glowing &/or feral based on exposure level, exposure rate, Endurance, & Luck.
People shit on the Exodus RPG for filing the serial numbers off when they lost licensing rights to make it a Fallout PnP RPG, but they did have a few original ideas. One that stands out is the Ghûl Collective, which is a secret society embedded in broader wasteland society as well as madeup of nomads, most of whom have close ties to the Dregs, a fortified military base full of ex-military Ghûls. Thus if someone targeted members of the Collective, they could call in reinforcements.
I've also had the thought that Reno & Vegas, being mob towns, should be host to the ghoulified remnants of the Pre-War Mafia from throughout the West Coast & Southwest. IRL there have been families active in Los Angeles, San Fran, San Jose, Phoenix, & the collaboration of multiple families in Vegas itself. Some of them went defunct due to the law cracking down or failure to adapt to new circumstances of the streets, but not necessarily in the Falloutverse, especially with the cultural stasis that could only come about through the Kalergi Plan Act of 1965 never being passed.