Quick tip on FO4: take the time and go through the perk chart and plan out your build a bit before leaving Vault 111, you'll thank yourself later for it if you do. SPECIAL in this game is a bit more scarce than it used to be, due to the fact there are no more skill points and as such, SPECIAL points are much more important. Only way you're going to start out with a high stat is if you dump others, and although you do have infinite level ups with which to get more SPECIAL points, the grind is real, as later levels take a significant longer amount of time and effort, and there are a lot, and i do mean a lot, of perks to choose from. So take the time, and plan out in advance what is more important to you, and how you're going to get there.
That's me with every RPG anyway, part of why character creation always takes me so long.
But yeah, it was a bit of a shock when I got the the initial stat selection and realized they all start at 1 with only enough points to to get 4's across the board--as opposed to every other fallout where they all start at 5 and you have additional points to distribute on top of that.
Ended up dumping Cha down to 2, putting a 5 in Int and Luck, and keeping the rest at 4--though I might mess with it once I get out of the vault.
5 in luck is a must if you like power levelling - Idiot Savant is insanely powerful in conjunction with save scumming to get 3x or 5x the XP on quest rewards - you, however, are looking at many hours lost on loading screens if you choose to go that route. Even then,
statistics show that between 1 and 3 int, and then again over 10 int, 1 point spent on Idiot Savant is better than a point spent on Int, XP% wise. Then again, for quests, you can just drown in alcohol to get your Int low enough that Idiot Savant is more likely to proc, meaning you get best of both worlds - low% passive 3x or 5x multiplier in the wild with a high INT giving you good base XP to multiply, plus good % chance on save scumming after lowering INT.
But you want 6 on INT to get Science, since some of the best weapons in the game are energy weapons, plus some of the best weapon mods require Science as well. Plus... POWER ARMOR. You'll eventually want 4 ranks in both Armorer and Science in order to max everything out and get the Jetpack. For armorer, you need a 3 in STR.
Charisma is *only* important if you want to build settlements, and settlements are only ever really important in the grand scheme of things if you want a particular faction to win in the end. CHR is 6+ or 1, in my opinion, since it's rather easy to pop a Berry Mentat and wear CHR+ gear in order to get quest rewards and the like. Plus, save scumming.
Personally, i like sniping best of all. So for me, eventually getting 7 AGI in order to get Ninja, plus Mr. Sandman for those 5.3X multiplier sneak attacks is a must. Perception only ever needs to be high enough to get Rifleman, as the Sniper perk is more for V.A.T.S than anything else. Automatic weapons have low damage and eat through too many bullets for my liking. I'll either go Gunslinger or Rifleman
any day over Commando, but Big Guns is pretty cool for the late game - but requires too many points spent on STR.
Endurance can be at 1. I play on Survival and END was my dump stat. If you're careful, you don't ever need more than 1 END, as armor makes a big difference, and Power Armor, even more so. Feel like you're being overwhelmed? Suit up. Gundam Style.
That about wraps it up as far as i'm concerned with Character Creation. There are MANY ways to play the game, and after i beat it this time around, i'm toying with the idea of playing a dumb-luck crit-happy v.a.t.s spamming old-wild-west gunslinging Lone Wanderer Party Boy.
My 2cents after about 100 hours spent in-game, with 2 characters, one abandoned, one current.
Also another tip. If you want MAX DAMAGE, play a female. Most of the enemies in the game are male, Black Widow is MUCH better than Lady Killer for that reason alone, and then Bloody Mess to add another +15%.
HAPPY FALLOUT ADVENTURES!