Here is a small set of house rules we use in combat to add some flavour to the skirmish. Essentially, if you roll 01-05, you've hit, but hit REALLY well, and you can roll a D10 for effects. Conversely if you have rolled 96-00, you've missed, but REALLY badly, and you can roll D10 to decide some effects.
Obviously the wording can be changed to suit melee and range combat too. I would like to make a simple chart for Magic extremes too.
Extremes of Combat (Google Doc)