Lenny Balsera, um dos principais desenvolvedores de sistemas para o Fate Core, deu uma resposta oficial da seguinte forma:
So, first, the incongruity only comes up when you're talking about a Create Advantage action that piles invokes on an existing aspect. Making one from scratch, it all tracks:
Creator succeeds with style, Defender fails, creator gets an aspect and two invokes.
Creator succeeds, Defender fails, creator gets an aspect and an invoke.
They tie, creator gets a boost.
Defender succeeds, Creator fails, you don't create the advantage.
Defender succeeds with style, you don't create the advantage and defender gets a boost.
In the case where there's an already existing aspect, it goes like this:
Creator succeeds with style, Defender fails, creator plants two invokes on the aspect.
Creator succeeds, Defender fails, creator plants one invoke on the aspect.
They tie, creator gets a boost or a free invoke. In this instance, via the "Promoting Boosts" subheader in me and Ryan's thing, that boost can be promoted and hooked onto the existing aspect. But by Core rules, even if you don't have access to that, a boost and a free invoke are functionally equivalent anyway. No stacked effects, so the creator doesn't get a boost and an invoke, sorry.
Only reason why there's any wiggle room here is so that the narration can accommodate better. Frex, the room's On Fire and you want to make it more On Fire. But the defender's player says they're wrenching the gas can away from you.
It's a tie, so you can't exactly say that you ignore the defender and pour the gas on anyway. So maybe you just call it a boost in that instance, and explain it some other way, rather than hooking it onto On Fire.
There is a slight permanence advantage if you can promote to a free invoke, and hang it on an aspect, because then you can leave it there for a turn or two. Unpromoted boosts are "use it or lose it", so this is an instance where the ability to turn the fiction to your advantage with, you know, talking and stuff is useful. GM discretion, use your judgment, social contract, blah dee blah.
Defender succeeds, Creator fails, defender (or someone else in the scene) picks up an invoke on that aspect. Basically, the reason this is in here is to create some dynamism around repeatedly returning to the same narrative detail in a scene. If it helps you to see this through the lens of promoted boosts, above, then I'd recommend looking at it that way. You might tell me that it's then more tactically sound to invent a new detail for the scene than to keep hammering old ones, because it's easier for you to lose control of advantages already in play. And I'd nod at you and say, "Why, yes. It is."
Defender succeeds with style, defender picks up an invoke on that aspect / gets a boost. No stacking, so it's one or the other, as you choose. Effectively, what this means is that when there's an aspect already in play, and folks are jockeying for advantage, succeeding and succeeding with style for the defender are basically the same thing. Maybe that's lame, but every time this case came up, so much else was already going on in the scene that adding more cognitive load seemed like a bad idea.
Fonte: link