In Fallout 3 and New Vegas, players had the option to direct how events play out by selecting dialogue options that were based on skills. If one had sufficient points in skills such as Medicine and Speech, they could complete a quest in an optional manner by healing troops to increase the amount of people willing to fight, or use convincing words to prevent violent conflict. Skills having an effect on how one carries on with dialogue made situations unique for each player and character build.
In Fallout 4, the skill system has been merged into a SPECIAL system that combines stats, perks, and skills into one package. Instead of the traditional system, skills such as Explosives and Sneak have been reformed into perks with ranks instead of points. With this, I would hope that selecting these "skill perks" will still have an influence on how the world reacts when engaging in dialogue. This is what I believe promotes the creation multiple builds to increase replay value.
Do you hope that these perks will have an influence in how dialogue forwards quests and the story?