My other example is to explain what I mean to “convey the difficulty of rolls through the mechanics of the game. This is what just happened some days ago in our ongoing campaign.
The players where involved in a “tavern brawl” and one of them that haves high charisma jumped on a table and yelled all to calm down.
I told him that people just ignored him and continued to fight, but he told me “I want to roll, I’m charismatic plus I have the BELOVED HERO trait etc etc”.
If this would have been a new player I would have warned him: ok, but remember that if you fail I get to apply an effect on you. Being a veteran it was not necessary: he failed and he got a HEAD TRAUMA Consequence when one of the people in the brawl broke a glass bottle on his head from behind.
Note that I never rolled for someone to attack him, it was just the consequence of what he did and what made sense to happen.
In the whole brawl, their main fighter, a Conanesque warrior, spent time breaking heads, having a lot of people try to put him down (at one point he had two on his back and broke their ribs on the wall by launching himself back), WITHOUT A SINGLE ROLL. That’s because he just said “yes” to whatever he was doing: he is Conan in a tavern brawl, no way people can single-handedly make him worry.
He just rolled to save his friend that was now unconscious on a table, and in the end to not get too bruised up when the whole tavern attacked him to put him in chains (which they did in the end).
In both situations/rolls they got to rolls only when the result was going to be important BOTH WAYS: if they failed or if they had success.
If the result was not equally important both ways, I didn’t bothered rolling (“ok, if you have success you put down ONE of the dozens denizens of the tavern” it’s not very relevant for the story or situation at hand, so I just agree with him and he gets what he wants).
Dunno if this example is interesting for you or not ^_^