Ammendment: Plain and simple. Ghouls and Morghuuls are not intelligent, strategical warhulks that can beast through waves of enemies. They are resistant flesh shields made to serve their necromancer with mindless eating and fearless in combat. Seeing ghouls able to pull out strategic moves, including myself, meks me cringe, considering current lore states otherwise. So what this proposes, is that we should make Ghouls essentialy smaller less strong ologs, with limited mental capability, but prowess in combat, due to their high resistance to normal attacks (that aren’t aurum) and their lack of emotions, such as fear.
The amount of intelligence a ghoul receives is interly up to the necromancer, though said is limited as to what it can grant the shambler. Nothing past basic strategies (dodging) or anything past common sense (social skills, emotions) is strictly limited.
Also for this ammendment, remove the whole 'ghouls reform' thing and set it so that their necromancers need to revive them should they die. Until then, the ghoul mustn't be played, as it is 'dead', awaiting for it's master to revive. If the necromancer fails to revive the ghoul in time, say, 1 irl week, the ghoul is deemed dead, and a new CA will need to be posted in order for the ghoul to be revived and able to be played again.