|The thrill of playing Beacon!|
Now Beacon uses STR + 1d6/level for player Hit Points and I really don't want to change the rules so that you don't roll at first level because I don't like unnecessary exceptions, they cause confusion. I also don't think it's wise to remove the STR component from starting HP because the way magic works. I'm not looking to make casters pass-out after casting one spell. I can however do something like start players with half their STR + 1d6. I could even phrase the rule to make this an option, something like - "for more thrilling games the GM should start players with half STR + 1d6". I think this will make First Level a bit more dangerous a place and that's a good thing in my mind.
Why do this at all? I mean this can be left up to the GM anyway so why mess with the rules? Well I think that it's always easier to boost starting players than it is to nerf them. Starting the players out at say, level 3 is always a good compromise if you want them to be less likely to die. Also yes changing the rules and all that is practically expected but this comes back to previous discussions about things like silver vs gold standard and divine rituals - people have the choice of playing many types of games so the Beacon rules should represent some specific game feelings as opposed to catering to the middle ground. Anyone playing Beacon instead of Pathfinder is going to be capable of tweaking things to their satisfaction in any case.
As for saves vs death, well I'm not as sure about that. There are no 'death saves' in the rules per/se but certainly you can take enough damage by failing a resist roll to die. I am of two minds on this because I can see a place for deadly things that no amount of HP is going to mitigate but on the other hand, these things tend to either get watered down or abused. I think I need to think on that some more.