Trial-and-error
can be fun.
Occasionally. Maybe the first three or four times. After that, it just gets old, IME.
Things I don't want nowadays...
- Remembering on my end to add +X to attack and damage while keeping it mysterious from the player
- Keeping track of unknown magic items and telling players to refer to them as "Magic Sword you found in Room 17 of The Cupcake and Pastry Dungeon"
- Spending half an hour in a game of 20 questions every time the party finds a magic doodad
- Spells requiring 100 gp pearls and/or a wizard in order to be able to tell basic information I'd rather not keep track of.
If we can avoid that? Groovy. Otherwise, it's just not fun as a default way of dealing with new stuff.
-O