Or can I still jump on it. There have been alot of new systems and alot of discussion on new systems recently (if I've not commneted it's because SheikhJahbooty gets there first with basically every point under the sun* so I would feel me sitting there going, "I agree with that man" isn't particularily worth it.) and I've had alot of fun reading it. It's an interesting trend, the removal or lessening of dice in games in some systems it's great (new Shadowrun vs older shadowrun editions streamline things alot helping the fast paced feel of the game) and in others it speeds things up but makes you feel like you've lost something because of it (nWoD I feel committed the most heinous of crimes by removing the damage roll. I'm sorry a meat cleaver is unwieldy and should be difficult to hit with but damn it should hurt when it hits, now you just sort of get a muddled "this is sort of how effective this weapon is" I agree that perhaps there shouldn't be soak rolls, just armour taking away some of the blow, because even the toughest guy on earth shouldn't be able to take 3 or 4 more knifings to the gut than the rest of us.) SO I really feel a balance needs to be struck here. I'm not against diceless systems in anyway shape of form, so long as the mechanics support a interesting and varied amount of actions.
Now there are systems like this I'm sure (Panty Explosion to name one) but I believe roleplaying could be more collaborative. I know they are amount working toghether with your group and you do, through joint effort create a series of event developing into a story. But when it comes down to the action, everyone slips into their individual. The game is filled with 'I do this' and 'This happens to you.' An interesting idea would be that your characters capabilities don't allow you so much to play your own roll, but effect the overall outcome of a scene. Depending on your skills and attributes you can bid to be the storyteller for a scene, if you bid the most you start describing the action that goes on. The players then left behind can use their points to tweak the events of the scene. In combat this could go something like this:
John has bid for control of this combat scene that is involving a car chase. He bid his attributes of 'Driver,' 'Gunman' and 'Dextrous' to win the ST rights. The other players get to use their actions to tweak the results. The Storyteller Anna has decided what attribute the enemies have and notes when they could appropriately tweak.
Anna (ST): Okay the chase moves out of the alley and into the street, they are still following you with one caddilac and a motorcycle, the caddy has got three guys, one driver and two passengers with hand guns. John take her away.
John: The cars pull onto a busy street, the chances for danger increasing as they zip through the traffic. Richard (his character) struggles to keep control of his vehicle as the gangers fire at him from behind. Rachel shoots back but narrowly misses the driver in the lead gangers cadillac.
Trudy (Rachels player): Spend my crack shot to tweak that, I want to hit one of the enemy.
John: The bullet screams past his head, driving it's way messily into the skull of the backseat gunman before he managed to get his shot of at the back wheel of the hero's jeep. The driver is shocked by the sound and panics for a moment, losing control of the wheel.
Anna (ST): Spend his 'Cool under fire' attribute to keep control.
John: It's only momentary, he pulls his vehicle strait just before it collides with a truck. One of the oppositions pulls up the side in a motorcycle, close enough for the protagonists to see his eyes.
James (playing Samuel: Spend my 'Reach attribute to attack him.
Anna (ST): That's not enough, you'll need a second bid.
James: Alright I'll also spend my 'Daredevil' attribute.
Anna: That's good enough for me, John make it good.
John: Samuel reaches out and grabs the back of the motorcyclists bike, it swings towards the car but not before Sam has gotten both feet onto the door frame, he leaps out, causing the motorcyclist to fall off, bike skiding across the ground under Sams feet as he rides it like a surf board. The motorcyclist's head is crushed under the wheels of the pursuing cadillac, he shoulda worn a helmet kids.
Anna: Calamity occurs.
John: The same cadillac that plows into sam, sending him flying into the back seat with a broken...
James: Spend my 'Tough' attribute.
John:... ego. But not before Richard leans out and fires at the leader of the Redskull gang, making his face a replica of their gang motiff.
Trudy: Rachels not done anything for awhile, I want to use my Compassion attribute to some effect.
John. Hmm okay I got. Rachel screams out that they can't just leave Sam behind. The cadillac has listed to one side of the road, it breaks for the barrier and rolls down the hill. Richard pulls over. 'We will have to do this on foot.'
Anna: Okay John you attributes no longer apply, new scene. In fact new chapter. The wreckage is there but the bodies are gone before you get there (James I'll take you aside in a minute.) Anyone want to bid or shall I carry on?
Trudy: Damn I used all my surival traits two scenes ago.
Anna: That's okay its a new chapter, your traits have been restocked.
Obviously that would require a lot of work. Perhaps have it the other way round in which the ST is mostly in control but the players can spend tweaks on everything (rather than those just effecting their character) but I like the idea of a ST setting a scene and one player being given fairly free license. The ST keeps the traits of the NPCs ready to influence events as well as some drama traits (like Calamity.) To help her shape the story. Maybe the could be a way to overbid the main player mid scene by spending more appropriate traits (so you spend alot to gain control of the scene rather then one every now and then to influence it.)
This would require a fairly advanced group, one who recognizes that the story is more important than individual glory, that the players shouldn't always win even if they are controlling the scene and a storyteller able to be adaptable in their story. Well thats my two cents of a game mechanic that may or may not be further developed.
*Not a bad thing, your wonderfully helpful to read.

With some polish, this could be interesting.
It would certainly get rid of dice and standard attributes. However, I can see that you will need a very large list of attributes. Also, perhaps particularly effective usage - the right skill at the right time - could replenish attribute points.