In Divinity, you basically throw a dice and do what the dice tells you. Of course if you don't care about dialogues this will probably not bother you, but for me this is a big issue.
Oh man what an atrocity. Who would have though that dice results would affect the outcome. What an original and unique idea for RPG's.
You miss the point. The problem is not dice rolls per se, but the way they affect dialogue choices. As I already explained before, when dice rolls affect things like your moral choices, you are doing it wrong. I never played a roleplaying game where your decision about attacking innocent people is based on a dice roll. For example, at the very beginning you find two drunkards that want to take you to some wizard. Let us say you want to roleplay a good character and you decide to not resist for obvious reasons. Well, your other character who is a rascal might interfere and protest. The problem becomes evident when this moral dilemma is resolved by a dice roll and you are forced to kill innocent people, something a good character would never do. The mark of good design is to have the freedom of choice. Likewise, the mark of bad design is having the freedom of choice taken away from the player. Now, I know you cannot always get what you want, but when that is the case one needs a better explanation then just a random dice roll.
For a single player game at least, why not let the player decide at the beginning of the game who is the leader of the group and have the other character just protest if he does not agree with your choices, and then apply penalties to leadership and personal relations which could translate in not having certain bonuses in combat. That would improve the single player experience a lot in my opinion. As for multiplayer, you can have the damn minigame for all I care, but please choose a minigame that is not based completely on luck. Something a kin to battle cards comes to mind, so that skill is at least somewhat involved. Or just do the damn skill checks, like in every other RPG.