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

Optimization · Pure Optimization
A turn-based RPG where elemental surface interactions reward complete knowledge of combinatorial systems.

Optimization · Pure Optimization
A faithful D&D 5E dungeon crawl where concentration management and class synergies define optimal parties.
Divinity: Original Sin leans Optimization (Pure Optimization); Solasta: Crown of the Magister leans Optimization (Pure Optimization).
Same score on execution - which means the number cannot separate them. The difference is in what each one asks of you.
Divinity: Original Sin
Turn-based combat requires zero twitch; positioning is deliberate
Solasta: Crown of the Magister
D&D 5E turn-based rules fully automate dice; no twitch exists
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Divinity: Original Sin
AI opponents use scripted priorities with no player modelling
Solasta: Crown of the Magister
All dungeon enemies follow scripted AI behaviour and patrol routes
Divinity: Original Sin leans a little harder on variance, though the gap is small.
Divinity: Original Sin
Elemental surface interactions contain hidden combinatorial space to discover
Solasta: Crown of the Magister
Roll randomness and hidden enemy positions add unknowns to each encounter
Divinity: Original Sin leans a little harder on optimization, though the gap is small.
Divinity: Original Sin
Elemental chain combos and initiative manipulation are systemically solvable
Solasta: Crown of the Magister
5E class synergies, concentration management and high-ground exploitation are solvable
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.