“You want to make an insight check? Okay, before you roll, tell me: what does your character already assume about this NPC?”

Sorry to double post, but here's the DMGs advice:

Ignoring the Dice

One approach is to use dice as rarely as possible. Some DMs use them only during combat, and determine success or failure as they like in other situations. With this approach, the DM decides whether an action or a plan succeeds or fails based on how well the players make their case, how thorough or creative they are, or other factors. For example, the players might describe how they search for a secret door, detailing how they tap on a wall or twist a torch sconce to find its trigger. That could be enough to convince the DM that they find the secret door without having to make an ability check to do so. This approach rewards creativity by encouraging players to look to the situation you’ve described for an answer, rather than looking to their character sheet or their character’s special abilities. A downside is that no DM is completely neutral. A DM might come to favor certain players or approaches, or even work against good ideas if they send the game in a direction he or she doesn’t like. This approach can also slow the game if the DM focuses on one “correct” action that the characters must describe to overcome an obstacle

There is also this:

Multiple Ability Checks

Sometimes a character fails an ability check and wants to try again. In some cases, a character is free to do so; the only real cost is the time it takes. With enough attempts and enough time, a character should eventually succeed at the task. To speed things up, assume that a character spending ten times the normal amount of time needed to complete a task automatically succeeds at that task. However, no amount of repeating the check allows a character to turn an impossible task into a successful one.

Also, there is this option:

Variant: Automatic Success

Sometimes the randomness of a d20 roll leads to ludicrous results. Let’s say a door requires a successful DC 15 Strength check to be battered down. A fighter with a Strength of 20 might helplessly flail against the door because of bad die rolls. Meanwhile, the rogue with a Strength of 10 rolls a 20 and knocks the door from its hinges. If such results bother you, consider allowing automatic success on certain checks. Under this optional rule, a character automatically succeeds on any ability check with a DC less than or equal to the relevant ability score minus 5. So in the example above, the fighter would automatically kick in the door. This rule doesn’t apply to contests, saving throws, or attack rolls. Having proficiency with a skill or tool can also grant automatic success. If a character’s proficiency bonus applies to his or her ability check, the character automatically succeeds if the DC is 10 or less. If that character is 11th level or higher, the check succeeds if the DC is 15 or less.

This is basically what I'm doing. It makes a whole lot more sense to me than rolling to look around or talk to people. For our table, we leave the dice out of most situations that aren't dangerous.

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