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
Stacking multi-class abilities and CT tricks to dominate tactically scripted encounters.

Optimization · Pure Optimization
A d20 Star Wars RPG where Force power selection and alignment routing define clear optimal paths.
Fell Seal: Arbiter's Mark leans Optimization (Pure Optimization); Knights of the Old Republic 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.
Fell Seal: Arbiter's Mark
Turn-based; no timing windows whatsoever
Knights of the Old Republic
Pseudo-turn-based d20 combat removes all twitch; timing aids exist but minor
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Fell Seal: Arbiter's Mark
Enemy AI is scripted; fixed job archetypes behave predictably
Knights of the Old Republic
All enemies follow scripted AI behaviour trees without player modelling
Same score on variance - which means the number cannot separate them. The difference is in what each one asks of you.
Fell Seal: Arbiter's Mark
Random encounters and loot add mild variance; counter procs are minor
Knights of the Old Republic
Loot rolls and pazaak draws provide hidden information layers
Same score on optimization - which means the number cannot separate them. The difference is in what each one asks of you.
Fell Seal: Arbiter's Mark
Multi-class ability transfers and CT manipulation make this near-FFT optimization depth
Knights of the Old Republic
Force power selection, feat prerequisites and light/dark routing are systematically 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.