How about this if you really are upset about misses, or if you have a character who's having a string of bad luck;
I don't so much like having ANY damage strike a target on a miss, but if you're looking for non-trivial game impact, so that those who miss still feel like they're helping, why not try this Brilliant Idea The PHlooG Has Labeled As Brilliant Without Testing or Even Really Thinking Too Much About?
On a miss, hand the player who missed a token of some kind, indicating that they have missed, but that they have had Impact to be Named Later (I love upper case letters!!!). If they miss more than once, they get another, but they can never hold more than two (or maybe after testing you decide they can hold their level).
Later in the fight, if ANOTHER character misses by a number <= the number of tokens, a single character can declare and (more importantly) DESCRIBE some situation that arose from their miss, and grant this current attacker a bonus to their roll equal to their tokens, thus turning the miss into a hit - this costs ALL the tokens, regardless of how big the gap was:
(I have two tokens, and Lou misses by two)...I say: The beast was put off balance a bit by my rapier thrust, as I attempted to force him to open his defenses, allowing Lou's strike to land.
The missing player has an impact. But it is also possible that their friends are rolling really well...allow the use of tokens to modify the DAMAGE done by a friend's attack in the same way.
As a third effect, allow the usage of tokens to modify the player's own next attack.
You might also choose to be a bit more harsh and force usage PRIOR to a roll in all three cases, but this leads to the opportunity where the first person missing feels like a jerk when the 2nd misses, and the 2nd feels they have wasted their own attack AND the 1st's token...so it should be retro, I think
worth fiddling with?