If my goal was to kill the PCs I could, obviously, do so on a whim. Not much fun for anyone, there.
It's a bit more subtle than that, however. My goal is to - fairly - challenge the PCs such that their survival (with commensurate benefits e.g. treasure, xp etc.) is an earned reward, not an expected right.
On average there'll be a couple of party deaths each adventure, of an average party size of 6-8. Sometimes there's none. But the party as an entity nearly always survives: in the well-over-2000 sessions I've DMed since starting in 1984, I've had exactly one (1) TPK; and that mostly due to sheer bad luck (their main Fighter got dominated against them and wiped them out; said Fighter then became a puppet of the dominator until he died of starvation a few months later).
But you aren't challenging them. Maybe some of the time you are, but things like those boots, or the necklace of strangulation are not challenges. They can't be.
Items that harm or kill you for touching them are not a challenge by themselves. A door handle that kills you if you touch it isn't a challenge. A door handle that kills you if you touch it, and you know that, and you need to open the door anyways is a challenge.
I've lost numerous characters over the years via field-testing cursed items. Does it stop me from field-testing? Never!
It would stop me after a single time. And frankly, that's assuming I bother to make a new character to continue playing.
If I used DCs they'd be DM-side info only.
Why? What value is there in keeping that information secret from the players?
Most often it just ends up humourous; which is kind of the point. And all it takes is one character trying to sleep on a rough stone floor wishing she had a feather bed and having it >>
poof!<< appear in the middle of a dungeon to get people to watch their words a little.
In the game I play in, we're currently in just this situation. We found a chest containing five items of clothing. Field-testing showed four were very useful but one - the cap - lost all enchantment on being donned. That character is really being careful what she says now, just in case the thing gave her a hidden wish; even more so as all four other items had curses trigger the next time we got into combat!
Yeah, while the humor is mildly amusing, it isn't worth having to carefully monitor all my words for the rest of the game, trying to remember that I may have something going on that will activate, maybe, with no possible known trigger.
And seriously, why get people "watching their words" in the course of normal play? If talking to a fey or a genie or a dragon, sure, watch your words, but while just hanging out at the tavern? Pointless. Seemingly with the intent of just getting them to waste something they don't even know they have. You might as well have an invisible fairy following them to grant their next wish, don't even give them the clue that there is an item involved.
If by "real information" you mean actual mathematical odds then sorry, you won't get those here. Same as it'd be if you were the actual PC looking at this stuff - you-as-PC don't know the odds of something being corrupted, so why should the player?
No, I mean stuff like "this is a potion of healing" or "this item has a death curse". Real information, not fake information meant to deceive them.
I mean, honestly, you literally are setting it up so that the players can't even trust the information they learn by investigating. Maybe it is a potion of giant strength, maybe it is a potion of exploding heads, no way to know except drinking it, or by spending 100 gp, 6 constitution points (30 hp) and being in a secured lab in a safe location where no monsters can get you.
Oh, and when you try that with the next item, it turns out it was a pearl of nuclear winter that only activates when someone casts magic on it.
I'm not saying you don't have fun at your table, but from where I am sitting, you seem to almost be actively discouraging people from playing the game. Investigate everything, take every precaution, then still get the booby prize because even that isn't enough. At some point... I'd just be done with it. If I can't trust anything and everything is going to kill me, then that isn't worth the investment of sixteen hours a month.
If the cast an actual Identify on it they'd get the right answer; but in my game casting ID costs a 100 g.p. pearl every time and knocks the caster back for 8 hours, so they tend to cast them rarely if ever in the field.
Because you seem to actively despise the players learning anything concrete. And I don't know why. Lack of information isn't supposed to be the challenge.
And if you don't die you've earned xp for taking the risk, and also learned something for the party. (this is one of the many reasons I dislike any xp method other than individual; I want to specifically reward the risk-takers)
Right, just keep penalizing people for trying to roleplay. Because, I'm sorry, but even the craziest people don't constantly risk their lives for no reason. I'm not roleplaying someone who is suicidal.
I mean... I honestly can't imagine why you would do this. Cut off anyway to do anything except flip the coin, and then reward them more for flipping the coin, so that even if they find a way not to just risk death at every turn, you punish them for it and incentivize them to churn through characters at a breakneck speed. I can obviously tell you would hate to do any other method of XP, because you couldn't force people to take this risks otherwise.
There's a middle ground between these two; where the main choice - as seen through the eyes of the PCs - is whether to take a risk or not. I do my best to ensure player info is the same as character info; after that they're on their own to do what their characters would do.
And they get punished for it if that decision isn't to take the risk of death or maiming, the very high it seems risk of death or maiming, because that's the best way to get XP, which is something the player knows, and wants, while I'd say the character would..
want to live. And field testing anything or directly touching anything in this world seems like a quick way to death.
Where I describe what they see (and feel, and smell, etc.) as best I can, answer any in-character questions they might have, and then leave it to them to figure it out.
Which they can't honestly do, unless they play 20 questions, which they have to do to even have a chance, and even that might be a lie, because maybe they smell roses, but they don't know that the item was enchanted so the scent of the death poison appears like the scent of roses. Oops, roll a new character, guess you should have been more careful and asked 40 questions, but hey, if you hadn't have died you'd have got a lot of XP to level up with.
Was his next adventure going to be something along the same lines, or something different? If it was going to be the same again, I could see it getting dull; but if it was to be something different then having one journey-as-adventure isn't all bad.
The group wanted to explore some ruins on a map we found, so we kept traveling to more random dungeons and fighting random things, he was starting some sort of plot with these dragons but the game fell apart because we were getting to be about a year and a half in and he was burning out.