Here is Gygax on p 61 of his DMG:I've never once read a rulebook that explicitly states that a missed attack roll, regardless of margin, is completely open to interpretation regarding how it failed to connect. Can you cite a passage in that regard?
hit points are not actually a measure of physical damage, by and large, as far as characters (and some other creatures as well) are concerned. Therefore, the location of hits and the type of damage caused are not germane to them. While this is not true with respect to most monsters, it is neither necessary nor particularly useful . . .
One-minute rounds are devised to offer the maximum of choice with a minimum of complication. This allows the DM and the players the best of both worlds. The system assumes much activity during the course of each round. Envision, if you will, a fencing, boxing, or karate match. During the course of one minute of such competition there are numerous attacks which are unsuccessful, feints, maneuvering, and so forth. During a one minute melee round many attacks are made, but some ore mere feints, while some are blocked or parried. One, or possibly several, have the chance to actually score damage. For such chances, the dice are rolled, and if the "to hit" number is equalled or exceeded, the attack was successful, but otherwise it too was avoided, blocked, parried, or whatever. Damage scored to characters or certain monsters is actually not substantially physical - a mere nick or scratch until the last handful of hit points are considered - it is a matter of wearing away the endurance, the luck, the magical protections. With respect to most monsters such damage is, in fact, more physically substantial although as with adjustments in armor class rating for speed and agility, there are also similar additions in hit points. So while a round of combat is not a continuous series of attacks, it is neither just a single blow and counter-blow affair. The opponents spar and move, seeking the opportunity to engage when on opening, in the enemy's guard presents itself.
One-minute rounds are devised to offer the maximum of choice with a minimum of complication. This allows the DM and the players the best of both worlds. The system assumes much activity during the course of each round. Envision, if you will, a fencing, boxing, or karate match. During the course of one minute of such competition there are numerous attacks which are unsuccessful, feints, maneuvering, and so forth. During a one minute melee round many attacks are made, but some ore mere feints, while some are blocked or parried. One, or possibly several, have the chance to actually score damage. For such chances, the dice are rolled, and if the "to hit" number is equalled or exceeded, the attack was successful, but otherwise it too was avoided, blocked, parried, or whatever. Damage scored to characters or certain monsters is actually not substantially physical - a mere nick or scratch until the last handful of hit points are considered - it is a matter of wearing away the endurance, the luck, the magical protections. With respect to most monsters such damage is, in fact, more physically substantial although as with adjustments in armor class rating for speed and agility, there are also similar additions in hit points. So while a round of combat is not a continuous series of attacks, it is neither just a single blow and counter-blow affair. The opponents spar and move, seeking the opportunity to engage when on opening, in the enemy's guard presents itself.
I've bolded the bit - "avoided, blocked, parried or whatever" - which shows that there is no particular prescription of the narration of a missed attack.
Here is the 4e PHB, p 276:
You resolve an attack by comparing the total of your attack roll (1d20 + base attack bonus + attack modifiers) to the appropriate defense score. If your roll is higher than or equal to the defense score, you hit. Otherwise, you miss.
When you hit, you usually deal damage and sometimes produce some other effect. When you’re using a power, the power description tells you what happens when you hit. Some descriptions also say what happens when you miss or when you score a critical hit. . . .
If the attack roll is higher than or equal to the defense score, the attack hits and deals damage, has a special effect, or both. . . .
If your attack roll is lower than the defense score, the attack misses. Usually, there’s no effect. Some powers have an effect on a miss, such as dealing half damage.
When you hit, you usually deal damage and sometimes produce some other effect. When you’re using a power, the power description tells you what happens when you hit. Some descriptions also say what happens when you miss or when you score a critical hit. . . .
If the attack roll is higher than or equal to the defense score, the attack hits and deals damage, has a special effect, or both. . . .
If your attack roll is lower than the defense score, the attack misses. Usually, there’s no effect. Some powers have an effect on a miss, such as dealing half damage.
And this is from p 55:
A power’s flavor text helps you understand what happens when you use a power and how you might describe it when you use it. You can alter this description as you like, to fit your own idea of what your power looks like. . . . When you need to know the exact effect, look at the rules text that follows.
Taken together, I think these make it pretty clear what the rules are, and otherwise indicate that (within the parameters of the rules) the player is free to narrate what their power looks like when they use it.