head to head
Neither is meaningfully harder - they pose close to the same test. The widest gap is reads, and it is a single point.

Optimization · Pure Optimization
Turn-based squad fights testing team composition and hex positioning under loot randomness.

Optimization · Pure Optimization
A narrative RPG that tests knowledge of its philosophical systems and dialogue trees more than any combat skill.
Pit People leans Optimization (Pure Optimization); Planescape: Torment 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.
Pit People
Turn-based positioning, no dexterity needed
Planescape: Torment
Combat is deemphasised; the game is built to be avoided or trivial
Pit People leans a little harder on reads, though the gap is small.
Pit People
Optional PvP adds light human prediction, campaign is scripted
Planescape: Torment
NPCs are scripted personalities; no adaptive opponent exists
Pit People leans a little harder on variance, though the gap is small.
Pit People
Recruit drops and loot randomize team options
Planescape: Torment
Some dialogue outcomes and item discoveries are hidden until explored
Same score on optimization - which means the number cannot separate them. The difference is in what each one asks of you.
Pit People
Squad composition and hex positioning carry every fight
Planescape: Torment
Stat allocation, dialogue routing and companion management reward system mastery
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.