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.