I am not against die rolls in conversations at critical points especially, but it is prone to over use and I agree that more conversation branches should be skill point based and not based solely on a die roll.
Agree on having multiple die rolls for 1 outcome isn't great. I mind less if the outcomes differ, but they need to differ more meaningfully, or more obviously.
I also would prefer to be able to interfere on failed rolls where appropriate, like when trying to save Arebella. You are suddenly faced with this really tough Die Roll to save her (18 iirc?!) and failure is flat out she gets killed. All along I was given the option to attack, let me keep it right up to the last second. Sometimes it doesn't work, I appreciate that, for story telling reasons or whatever, but in this particular example, if I failed to talk Kagha down and I see this going south, give me a last chance to interfere at my own risk. I might even go so far as to suggest a timer on the decision, but I like that stress aspect, others don't.
Back to the Die itself, front and centre is ok, but I would prefer it if it was less obtrusive, perhaps framed top left corner of the dialogue box, so very much visible still, but not blocking the scene. Possibly with an option to autoroll upon picking the dialogue option, i.e. no animation, just straight up click and outcome. Unsure on 3d dice, I like the idea normally, but I think I would personally prefer to tone done the TTRPG visual elements and be more cinematic in it's approach (though with the TT elements firmly in the background), or off to the side.