head to head
Neither is harder. They score identically on all four axes, so the difference between them is in kind, not degree.

Optimization · Pure Optimization
The original post-apocalyptic CRPG where character builds solve the wasteland.

Optimization · Pure Optimization
Gentler GBA Fire Emblem with branching promotions and an optional grinding tower softening the tactics test.
Fallout leans Optimization (Pure Optimization); Fire Emblem: The Sacred Stones 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.
Fallout
Turn-based, no dexterity
Fire Emblem: The Sacred Stones
Grid menu tactics; nothing physical.
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Fallout
No adaptive opposition
Fire Emblem: The Sacred Stones
Enemies use fixed targeting logic.
Same score on variance - which means the number cannot separate them. The difference is in what each one asks of you.
Fallout
To-hit rolls and random encounters
Fire Emblem: The Sacred Stones
Hit, crit, and growth RNG remain meaningful.
Same score on optimization - which means the number cannot separate them. The difference is in what each one asks of you.
Fallout
SPECIAL builds and quest routing are deeply solvable
Fire Emblem: The Sacred Stones
Branching promotions and grindable maps reward build planning.
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.