head to head
Neither is meaningfully harder - they pose close to the same test. The widest gap is execution, and it is a single point.

Optimization · Systems & Chaos
Gothic turn-based roguelike where managing stress and bad dice is the real fight.

Variance · Systems & Chaos
Gacha RPG where players summon historical heroes for turn-based card battles.
Darkest Dungeon leans Optimization (Systems & Chaos); Fate/Grand Order leans Variance (Systems & Chaos).
Fate/Grand Order leans a little harder on execution, though the gap is small.
Darkest Dungeon
turn-based, no dexterity
Fate/Grand Order
Tap-based turn commands, no dexterity test
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Darkest Dungeon
no adaptive opponent
Fate/Grand Order
Enemies are fully scripted
Same score on variance - which means the number cannot separate them. The difference is in what each one asks of you.
Darkest Dungeon
crits, stress events, and dungeon rolls punish plans
Fate/Grand Order
Gacha pulls and card draws dominate outcomes
Darkest Dungeon leans a little harder on optimization, though the gap is small.
Darkest Dungeon
party comps and risk management are deeply solvable
Fate/Grand Order
Team comps, NP timing, and event farming routes
A matching score does not mean a matching test. Two games can both sit at 10 on execution and demand completely different things of you - which is why the reasoning above matters more than the number beside it.