I think there's plenty of interesting discussion to be had from the topics raised by @Daeglan here:
But no way in which to have them productively in the thread in which they originated from...
So here's this thread. For the TLDR/to avoid immersing yourself in the type of swill the internet can foster at it's worst, read the questions as asked provided for you here, below (numbering is mine):
"1. . . .what differentiates an animate object frkm an inanimate one? And i dont mean in the rules but i. The universe. What would one power work and another not work?
2. What power would you ise to freeze a blaster bolt?
3. What power would you use to crush everything around Vader in episode 3?
4. What power would you use to crush the base of the pillar in episode 2?"
To kick it off:
1. To me, this is purely a matter of game design. To make a game out of a narrative, you have to abstract and you have to split hairs somewhere. There's is no obligation for mechanics to adhere to narrative "reality"/rationale in every way, that's simply not their purpose, IMO.
Their purpose is to provide interesting gameplay that can replicate the narrative.
Why can't you Influence droids? Clearly the Force can affect electronics and even droid brains, we have Manipulate, we Bind and Move them, Battle Meditation can freaking guide them, Foresight can give them Defense bonuses, Imbue can boost their mental Characteristics. List goes on. How do they get the positive but not the negative?
Answer: who cares?
2. A narrative flavoring of Protect would be the most likely, IMO (with Duration upgrade?). Wherein you ablate all the damage.
3. + 4. Move with appropriate Upgrades (Magnitude? Range?), including probably "hurl" and "pull out of secure mountings". I imagine this will likely be the most contentious, so my reasoning is thus:
First, the only frame of reference we have for what kind of "Wound Threshold" that inanimate objects "should" have is Hull Trauma, is ships. And of course that is in an order of magnitude greater than standard personal scale Wounds do.
Second, just turn this line of logic on itself: if you allowed Bind to outright crush a door, why couldn't it just outright crush human? To achieve that affect narratively on a human, would require a Crit, and a 150+ percentile roll. No other mechanic result, which all have hard narrative descriptions, is so catastrophic.
So I answer the question with it's own premise which disproves itself as being viable.
Third, as for why Move; Move does damage on that Hull Trauma/structural order of magnitude that it would make sense to assume it requires, and can do it fairly easy with the upgrades. It has mechanics explicitly for destroying the environment (pull from secure mountings). It has all the mechanics, natively, to do it. A Bind check would have to generate minimally 10 pips, if you accept that line of logic. But then what is stone's Wound T/HT vs. Steel's? What is this? What is that?
So to bring it back around to my first point. The game mechanics fullfil their purpose, they're more than capable of replicating what we see in the narrative, at every turn. But they don't hold to any consistent logic because they don't have too/that's not their purpose.
My 2 creds.
Edited by emsquared