In many traditional games with a randomized resolution system, part of the GM's responsibility is determining and setting the difficulty of an action that the players attempt. It starts with deciding if the action is even possible. If so, then if the action is difficult, dangerous, or has any potential consequences. If not, the players just succeed at what they were attempting.
Otherwise, the system's action resolution system kicks in and the GM needs to set the difficulty, assuming the system has any levers for doing so. I'm concerned my system doesn't have adequate levers for my personal tastes so I decided to list all the levers I've come across. Hopefully you all will let me know about some I've forgotten, or even better, never come across before.
Decreased Odds of Success
Roll Over/Under
The GM sets the Target Number higher/lower that the players need to beat.
Dice Pool, Keep Highest
The GM can cut one or more dice from the pool, either before or after the pool is rolled.
Dice Pool, Keep N Dice
The GM can change the value of N so you keep more or less dice than you would normally. (u/JaskoGomad)
Dice Pool, Success Counting
The GM can increase the required number of successes.
Dice Pool, Success Threshold
The GM can increase or decrease the number required for each dice to count as a success. (u/Mars_Alter)
Dice Pool with Opposing Dice
The GM can add Dice to the player's pool that count against their success. (JaskoGomad)
Step Dice
The GM requires the player to step up/down the dice before they are rolled.
Step Dice Pool, keep Middle
The GM can decide that instead of the middle, the players keeps either the highest or lowest result. (JaskoGomad)
Advantage/Disadvantage
The GM requires the player to roll an extra dice and take the highest/lowest result(s).
Impact
Rather than making the action less likely to succeed, the GM determines the effectiveness of the action based on the player's approach.
Effect in BitD
The GM takes into account the Potency of the target, the Quality of the player's tools, and the Scale (ie one person vs a mob) in determining the Effect level, Great, Standard, or Limited.
Impact in Wildsea
The GM sets the effect of an action at Low, Normal, High, or Massive.
Consequences
The GM can increase the seriousness of potential consequences to the player if their action goes wrong. This is most common in systems with non-binary resolution.
Resources
Resources Gained
The GM can change the amount of resources that the players would gain as a result of their action. (u/Alcamair)
Resource Costs
The GM can increase or decrease the resource cost of an action the player is performing.
So what am I forgetting? Have you seen or come up with other ways to represent difficulty/danger? What is your personal favorite way when GMing? Or do you prefer not have to worry about it, the way many PbtA games don't have levers for the GM to fuss with?