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 · Bluff & Deduction
Improvising persuasion against AI characters whose quirks must be probed each visit.

Reads · Bluff & Deduction
A physics sandbox whose actual skill test is whatever board game you load into it.
Suck Up! leans Variance (Bluff & Deduction); Tabletop Simulator leans Reads (Bluff & Deduction).
Same score on execution - which means the number cannot separate them. The difference is in what each one asks of you.
Suck Up!
Talking and clicking disguises, no twitch layer
Tabletop Simulator
Fiddly physics manipulation, never a skill ceiling
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Suck Up!
AI neighbors respond to your words semi-adaptively per encounter
Tabletop Simulator
Depends entirely on the tabletop game played with humans
Suck Up! leans a little harder on variance, though the gap is small.
Suck Up!
Each NPC's personality and reactions are unknown until probed
Tabletop Simulator
Dice and shuffled decks supply whatever randomness the game has
Suck Up! leans a little harder on optimization, though the gap is small.
Suck Up!
Reliable persuasion scripts emerge and converge over time
Tabletop Simulator
Strategy lives in the hosted game, not the simulator
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.