Okay, so working on a fate core combat simulator, and ran into something odd as I started coding logic for doing overcome actions against boosts.

In what I'll term the Overcome Boost Minor Cost Paradox, it turns out that if we use a minor cost of a boost against our player in case of ties on overcome rolls, we can get a better roll with a worse outcome than a poorer roll.

Example:

Player attempts an overcome action with skill 2 against the boost with a GM defined target number of 2.

Roll: 0
Skill: 2
Target: 2

TIE – succeed in removing the boost, but minor cost is another boost

Roll: 1
Skill: 2
Target: 2
Invoke Boost: 2

FAIL – failed in removing the boost, but boost was used up to cause the failure

Roll: 2
Skill: 2
Target: 2
Invoke Boost: 2

TIE – succeed in removing the boost, but minor cost is another boost

Paradox: a roll of 2 is better than a roll of 1, but has a worse outcome for the player.

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