To recap, all these points have "remains same as it is now" in common :
- attack roll (miss calculation) remains practically identical, only its result is used differently
- crits remain unchanged even with my suggested option enabled ( they are not included in average attack values, so when player crit it does same random double range damage as now )
- enemy damage remains completely same as now - even with my suggested option enabled - since enemies are not annoyed by misses
- fight duration ( average number of rounds ) remains same as it is now
- possibility to end fight in one lucky round due to big crit remains
So finally what's the goal of all this ...?
Sometimes less miss and
sometimes more damages ?
Your suggestion would be boring as hell and in the end you would often deal less damages...