The general rule if you want to discourage compulsive save scumming is that a failure should open a scenario that is as interesting as a success, if not as positive.
The game so far is pretty hit and miss in this sense. I can think of barely a couple of episodes where failing made things more interesting rather than just denying the player an option (for instance when dealing with Priestess Guts).
That said, Osprey39 has a point there: there's very often a lot less at stake that people are suggesting.
Saving the child from the snake changes virtually nothing but a minor "flavor" interaction and the difficulty of the roll itself should suggest people that the "bad" outcome is supposed to be the default scenario, with the rare success being the "fringe outcome".
Also, let's not forget that at least in the current build, at times "winning a roll and avoiding combat entirely" is the option that pays way less exp and items, compared to the alternative.
Last edited by Tuco; 28/10/20 12:23 PM.