auroraparadox: I'm looking for a balance between the two roles. I want to be able to deal damage but also take a fair amount of punishment.
I would max Might and leave Dexterity at 10. Both would increase your dps, but fewer, bigger hits overcomes damage reduction much better than more, smaller attacks. Attack speed/damage can be honed later to suit your needs by weapon choice and wielding style, but I think it is most important to have your upper limit as larger as possibly in case you need the extra punch.
Fighters already start out with a hefty endurance/health pool. While they also gain more per Constitution invested, they likely don't need it as much. For your defense, I would most likely split between Perception and Resolve (with perhaps higher weight to Perception for more interrupts), and leave Constitution at 10. If your are taking a lot of damage, I would switch wielding style to sword and board, and/or make sure the Survival skill is high enough to make good use of potions in an emergency.
Intelligence I would leave at 10, or even use it as a dump stat. It all depends how 'dumb' your want your character to be in terms of RPing it. Mechanically, I think a Fighter gets the least use out of this Attribute.
So, I would probably do something like this for Attributes:
Might: 18
Consitution: 10
Dexterity: 10
Perception: 16
Intelligence: 8
Resolve: 16
There is a huge amount of wiggle room there. It all depends on how you want to play your character (for example, I am not a huge fan of overusing dump stats). Most importantly, what sort of personality you want your character to have should play a huge part in how a character is designed.
auroraparadox: I normally take the good path when it comes to choices if that helps.
While different Attributes and Skills will give you different dialogue options, there are usually several ways to deal with any situation. More important than mechanically min/maxing, in my opinion, is defining how you believe your character will interact with the world.
Edit:
Also, the difficulty level you are playing on might need factor in to your character design as well. On Normal, leaving Constitution at 10 should be easily doable. However, on Hard, you might get overwhelmed if not careful. I still think 10 Constitution is viable on Hard, but you will need to micro-manage your battles much more heavily. I think this is par for the course on Hard, regardless, but I just figured I would throw in this last warning to be sure. :)
My cipher has 10 Con on Hard mode, and, even when he pulls some aggro, it isn't usually too bad. He is not designed as a main tank by any stretch, but he
can and
does take a few hits on occasion. Just in case you are wondering, this is the Attribute distribution for my Wood Elf Cipher:
Might: 16
Constitution: 10
Dexterity: 13
Perception: 10
Intelligence: 19
Resolve: 10
Probably not the 'best' build, but it suited my needs and works well enough. I am sure it might be made a little better with more min/maxing. However, I was looking for a more bookish and introverted protagonist, so this seemed to work well enough. Most of my dialogue choices revolve around rational and stoic; I try to choose the most rational and most efficient solution to a problem or situation, regardless of 'ethics'. Only a few times have I been confronted with situation where none of the choices 'fit' my character, but I think that sort of thing is to be expected to some extent.