I've bolded two of the games you mentioned, because
Ron Edwards has made the following remark about them:
From Maelstrom (Hubris Games, 1994, author is Christian Aldridge):
Literal vs. Conceptual
A good way to run the Hubris Engine is to use "scene ideas" to convey the scene, instead of literalisms. ... focus on the intent behind the scene and not on how big or how far things might be. If the difficulty of the task at hand (such as jumping across a chasm in a cave) is explained in terms of difficulty, it doesn't matter how far across the actual chasm spans. In a movie, for instance, the camera zooms or pans to emphasize the danger or emotional reaction to the scene, and in so doing it manipulates the real distance of a chasm to suit the mood or "feel" of the moment. It is then no longer about how far across the character has to jump, but how hard the feat is for the character. ... If the players enjoy the challenge of figuring out how high and far someone can jump, they should be allowed the pleasure of doing so - as long as it doesn't interfere with the narrative flow and enjoyment of the game.
The scene should be presented therefore in terms relative to the character's abilities ... Players who want to climb onto your coffee table and jump across your living room to prove that their character could jump over the chasm have probably missed the whole point of the story.
. . .
I can think of no better text to explain the vast difference between playing the games RuneQuest and HeroQuest.
There is a lot going on both in the passage quoted from
Maelstrom Storytelling and in the short remark that Edwards himself makes. But one consequence of the differences is that, in RQ, it makes sense - once the difficulty of the jump across the chasm is established by the GM - to try and identify advantages that will give a bonus on the relevant check and hence decrease the chance of failing. Conversely, in HeroQuest (and especially HeroQuest Revised) the player is not expected to try and manipulate the difficulties of tasks, which are set by the GM essentially by reference to pacing considerations. That's not to say one doesn't leverage the fiction, but to other ends - like establishing what is at stake and what the consequences - not in win/lose terms, but in purely fictional terms - will be. (Maelstrom itself uses various mechanical devices within its scene resolution system to handle this.)
Those differences in how the game plays have fundamental implications, in my view, for how one thinks about them from the perspective of "skilled play". For instance, I can just about conceive running Tomb of Horrors using RQ rather than AD&D as the basic mechanical framework (and I have in fact toyed with this using Rolemaster). But the idea of running ToH using HeroQuest seems to me like it makes no sense at all.
I wonder if you agree?