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.

Variance · Systems & Chaos
Gacha RPG where players summon historical heroes for turn-based card battles.

Variance · Systems & Chaos
Turn-based resource management through randomly generated dungeon layouts.
Fate/Grand Order leans Variance (Systems & Chaos); Pokémon Mystery Dungeon: Red Rescue Team leans Variance (Systems & Chaos).
Same score on execution - which means the number cannot separate them. The difference is in what each one asks of you.
Fate/Grand Order
Tap-based turn commands, no dexterity test
Pokémon Mystery Dungeon: Red Rescue Team
Turn-based grid movement - no twitch demands
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Fate/Grand Order
Enemies are fully scripted
Pokémon Mystery Dungeon: Red Rescue Team
Wild Pokémon follow simple deterministic AI
Fate/Grand Order leans a little harder on variance, though the gap is small.
Fate/Grand Order
Gacha pulls and card draws dominate outcomes
Pokémon Mystery Dungeon: Red Rescue Team
Random dungeon layouts, items and encounters each run
Fate/Grand Order leans a little harder on optimization, though the gap is small.
Fate/Grand Order
Team comps, NP timing, and event farming routes
Pokémon Mystery Dungeon: Red Rescue Team
Team building, item management and type matchups carry runs
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.