PoSSeSSeDCoW: I don't have a problem with this - it seems like a good way to get people involved in your game that otherwise wouldn't be.
In fact, I was actually thinking about this a few months ago. I was wondering how you, if you had a great story and formed an FPS around it, would get people who didn't normally play video games to experience your story. Now, the video uses something that simplifies gameplay far more than I would, but it's a similar idea.
In my concept, if a player activated "Mommy Mode" (although I wouldn't have called it that), it would, when they got low on health, give them an incredible tactical advantage. For instance, let's say a group of enemies were fanned out in front of the character. If easy mode was enabled, the character would do something like flipping over the enemies, which would give the player the opportunity to fire at the enemies backs for a few seconds before the enemies reacted (reaction times would probably be slowed in this easy mode). It would allow for a more forgiving experience while allowing the gaming novice to still feel that the gameplay was visceral and engaging.
I got a bit off topic there, but I think you guys can see what I'm saying - let the player feel like they're playing, while removing a great deal of the actual risk.
Thats quite a good idea. Have the assist mode as a toggle selected when you start a new game and if you play through without it, that can be another trophy/avchievement/bragging point