My thinking is heading in a different direction, maybe because more recently I've been playing less tactical games.Upthread I went slightly further. After 4e and its forced movement just about any other RPG and a whole lot of games trying to do tactical combat with larger than life characters and without the array of forced movement feels to me like trying to act in front of a green screen when you are used to there being actual sets. That is something I value and that makes the world feel a whole lot more alive.
In Prince Valiant all PCs are on the same chassis (two stats, plus skills from a list of 29) and all resolution is via a dice pool rolled either vs an opposed pool or a target number. By @Lanefan's criterion this is all same-y.
But when a PC charges with a lance to unhorse a foe; or tries to advance over a wall or pallisade; or swings on a rope from a castle wall to rescue a damsel who is being pursued; it all feels quite different because it is the fiction, and the way play engages and changes the fiction, that is key. At least for me.