At the risk of veering off-topic, I'll post my own ideas about dice-rolling.
It's not so much how many times I roll dice or how many dice I roll, the bottom line for me is this: why do I care about what's going on? Is the situation relevant enough to my goals and values to make me care about the outcome of events? With combat, it's easy. Most people want to save their own hide. However, in social situations it becomes a bit blurry, and it would take more work on the part of the players to create that connection.
I think, personally, that World of Darkness games tend not to address this. They just sort of reason that because I am Critter X, I am compelled to give a you-know-what about Issue or Situation Y. I could imagine that if I were a neophyte vampire, I would be more concerned about dealing with my insatiable bloodlust than with what some Toreador harpy thinks about my fashion sense. Likewise, if I were a newly changed werewolf, I would focus most of my time trying to figure out a way to keep my loved ones safe without resorting to suicide. I probably would not take kindly to some religious zealot telling me, "It's a good thing. Really."
I completely agree with mmu1:
I think investigation and social interaction are integral parts of anything but the most rudimentary game of hack'n'slash, but I also think that structuring a session so that it consists of nothing but talk is as dull as an endless series of combats... The use of dice at least introduces a random element and spices things up.
The reason for this (at least for me) is due to how players commonly think of character-based and story-based roleplaying. Just because I like to spend a great deal of time developing a three-dimensional character does not mean I want to spend an hour of real time talking with a random shopkeeper about the weather. It does mean I would like to get a chance to act and react as my character would, whether that means talking things out or punching someone in the face. It does mean that I would rather not waste my time on situations that do not reveal or develop character in meaningful ways.
Now, to bring this back on topic, I think this is the crux about the dice-rolling dilemma. The secret is not to have more or less situations that involve rolling dice, but how to incorporate events that are significant for the characters yet are still subject to chance (modified by the characters' abilities).