It should be noted that "save-scumming", due to seeding (deterministic pseudo-random outcomes), is only effective if you make a change in how things occur. For example, if you save right before walking out the door of your apartment and get attacked, reload to the save you just made, and then immediately walk out the door...well, you'll be attacked again, and it will just keep happening no matter how many times you reload. You have a seed that deterministically decides what will happen based off of what has already happened before, so if what has already happened stays the same, the outcome of your next move will as well. But if you can change what's happened before (by, for example, walking into your room and back out again, or scavenging, or talking to one of your roommates, or a number of other possible choices) before you decide to ultimately walk outside, then the outcome can change as well. Though it is possible you might still hit that 1/1000 chance to get immediately assaulted, chances are very high that it won't happen again.
In some games, the outcome of 'RNG' can change by a simple change in the timing of your decision. For example, if you play on an N64 emulator and make a save-state right before opening a treasure chest whose contents are random and can be completely different each time you open it, you'll see that if you keep reloading your save state and open the treasure chest on the same frame over and over, that treasure chest will always give you the exact same items...but waiting an additional 5 frames before you open it will cause totally different items to be in the treasure chest; if you reload to the original save-state and wait 5 frames once more, what appeared after waiting 5 frames last time will appear exactly again as well. But time is not always a factor for all games and outcomes, and it isn't for games like The Fixer or Degrees of Lewdity where time doesn't move until you decide to actually do something: you have to decide to do something different for an outcome to change.