Right now, I haven't accommodated for data serialization during combat. It's not hard to do for me, but it's a lot of busywork.
Thing is, I generally dislike saving during combat myself so I'm hesitant to implement it in the first place.
What's your preference?
If I do implement it, I'll add some feature to deal with savescumming in a fun way. I'm already going to have some version of fate points so you have some player agency involved if you really must beat the RNG, but reloading until you get a better dice roll is never fun.
It's a single player game. Why think so much?
Don't get me wrong. I agree with Rusty but I'm not concerned with any kind of judgement. If people want to cheat that's their prerogative. I'm not about telling people how to have fun with whatever options are available, but the question is about that availability.
I'm concerned with implementing it well if I add the feature. I know how I like to play, but I'm curious if there is a rough consensus on the subject here. If a game is conducive to savescumming I have to actively restrain myself from doing so, which feels worse than when I don't have the option in the first place for some reason.
It's not just about whether the system calls for it or not either. For example, in a completely deterministic system like Hard West -which I really liked-, I had a tendency to try and optimize my moves as if it were chess. There was no RNG involved, but having to do redo a mission just turned it into a puzzle game where I retraced my opening moves until I could try something else the same situation. It really comes down to personal preference as well as design.
If combat takes a while and you barely fail in the end, it can be frustrating, but the sense of accomplishment is greater if you try again and succeed. Dungeon Rats was pretty good at that. It's always going to be a balance between tension and relief. I liked fate points in Arcanum because I never once felt the urge to reload in that game when I messed up. Of course, in Arcanum it was always a relief when combat was over, but that's another story.