Critical success on damage means no defence, critical failure means no damage
Critical success on defence means no damage, critical failure means no defence
Tie in rolling a challenge roll is success. [If this is unpopular, it is easily remedied.]
Rolling a twelve is an automatic success on a skill check.
Player to Player [such as init] ties are resolved by coin flipping.
Ongoing effects end once the caster faints. [The original caster or not? Important for Utilitarians.]
Ongoing effects end at the end of the original caster's turn.
Plot Elements can attack the turn they are summoned. [Important for Existentialists.]
Stats cannot be below Zero.
Still up in the air:
Effect of Critical Failure/Success at healing? Maybe an extra dice? Maybe nothing?
Potential CRE effects aside from Damage?
Questions regarding rules are welcome here.