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 · Practiced Mastery
A loot-heavy open-world action RPG with flashy combo combat and a famously breakable crafting system.

Optimization · Practiced Mastery
Sandbox warfare testing directional combat skill atop an optimisable army and trade economy.
Kingdoms of Amalur: Reckoning leans Optimization (Practiced Mastery); Mount & Blade leans Optimization (Practiced Mastery).
Mount & Blade leans a little harder on execution, though the gap is small.
Kingdoms of Amalur: Reckoning
Dodge-and-combo combat, forgiving timing
Mount & Blade
Directional blocking and couched-lance timing demand real skill
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Kingdoms of Amalur: Reckoning
Enemies never adapt to your habits
Mount & Blade
AI lords and battle tactics are mappable scripts
Mount & Blade leans a little harder on variance, though the gap is small.
Kingdoms of Amalur: Reckoning
Loot rolls add light randomness
Mount & Blade
World events, prices and tournaments shuffle each campaign
Same score on optimization - which means the number cannot separate them. The difference is in what each one asks of you.
Kingdoms of Amalur: Reckoning
Destiny builds and crafting trivialise difficulty
Mount & Blade
Army composition, trade economy and fief management drive conquest
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.