I have always been uner the assumption that eliminating tactics is a sin in fantasy games. Trading blows is whats great about fantasy media. When winning initiative is the deciding factor of victory, you may as well not have combat anymore, since anyone can plan a strategy beforehand.
My opinion is that 3-5 rounds should be the length of every level-appropriate enconuter.
And binary things suck. I desire a system that works inside of iteself. I'm looking at you magic (with the whole subverting normal defenses like hp!).
HP are a binary defense.
HP is binary in nature (dead vs not dead), but it is not a binary defense, it is gradual. If you have enough hp, no one physical attack will kill you; your "defense" just gets weaker.
It would be like if you succeed in a Will Save, then your next will save has a smaller mod, and just gets worse every time you make a Will save.
Saves are binary defenses, hp is a gradual defense.
You either have HP > 0 or you don't. If you do, you're fine. If you don't, you are not fine. So if you get hit for 99, but have 100 or more and then kill them, you win.
AC is also a binary defense, and one that spends most of its time stuck on "no".
With saves, once a spell lands you're probably done. The chance of that happening isn't 5% or 95% though most likely. It can be 5%, but that's beside the point. So while they are binary in the sense of once you get hit you're done, they're not binary in the sense of grades of defense as you can have a higher or lower chance they will land. Unlike AC where you get hit 95% of the time, and unlike AC where only the last one matters.