Is it common for PCs to use skill checks in Combat to try and generate extra boost dice? Say using Charm to try and distract an enemy, or Perception/Knowledge skill to find a weak spot, or even something more esoteric like Discipline to refocus before charging into the fray.
Beyond the boost dice generated by Advantage, how do GM's handle successful checks like this? An extra boost/setback die where it's appropriate (like a setback die for the next turn as the target is distracted, or a boost die for the character's next attack in the perception case)? How many dice? Looking for interesting suggestions to make combat more than just move/attack (and yes, I know narrative descriptions help with that :) ).
Or am I just barking up the wrong tree?