After announcing the obstacle, as the players move to pick up the dice. Don’t get the habit of giving the players a menu of options that they can scroll through. Wait until they commit to success before giving them the cost of failure. They can still check out of the test, but this process creates a better relationship to risk.
A chunk of this modification could well be covered by asking for situational modifiers to the dice pool anyway; for example:
Player: “I walk up to the gate guard and punch him into unconsciousness using Brawling”
GM: “If you fail, he gets you in a joint lock.”
Player: “I don’t like that: I’d like to approach subtly so he isn’t prepared, then knock him out.”
Could be modeled with:
Player: “I walk up to the gate guard and punch him into unconsciousness using Brawling”
GM: “If you fail, he gets you in a joint lock.”
Player: “Can I have +1D because I have Stealth/Acting/&c so he isn’t actively ready for danger?”