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 · Pure Optimization
A d20 Star Wars RPG where Force power selection and alignment routing define clear optimal paths.

Optimization · Pure Optimization
Mastering fixed guard circuits and tool inventories to ghost sprawling levels without a trace.
Knights of the Old Republic leans Optimization (Pure Optimization); Thief II: The Metal Age leans Optimization (Pure Optimization).
Thief II: The Metal Age leans a little harder on execution, though the gap is small.
Knights of the Old Republic
Pseudo-turn-based d20 combat removes all twitch; timing aids exist but minor
Thief II: The Metal Age
Fine arrow placement and rope climbing require care, not twitch
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Knights of the Old Republic
All enemies follow scripted AI behaviour trees without player modelling
Thief II: The Metal Age
Mechanist guards run scripted beats, never adapting to tactics
Knights of the Old Republic leans a little harder on variance, though the gap is small.
Knights of the Old Republic
Loot rolls and pazaak draws provide hidden information layers
Thief II: The Metal Age
Camera placements and patrol timing are hidden on first entry
Same score on optimization - which means the number cannot separate them. The difference is in what each one asks of you.
Knights of the Old Republic
Force power selection, feat prerequisites and light/dark routing are systematically solvable
Thief II: The Metal Age
Loot routing and tool economy are fully optimisable once learned
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.