I am not arguing against the npcs doing "something". It has always seemed odd that they did not. Still, the skill itself is still based on when they did nothing. Which makes this a major nerf and unrealistic going the other direction now.
And I am not thinking nearly so one dimension as upping damage...would it be more realistic...sure, but also rather game breaking, specially on the PVP side, ranged is plenty strong there.
No, I am asking that it not simply be a "this causes that 100% of the time".
You have any number of options...most should be rather easy.
For instance, Throw at least has an affect that can prevent the auto-charge, assuming high enough skill/damage. Why not give archery/crossbow and sling something as well? It could be as in depth as having npcs react differently depending on where hit+ damage taken. Middle skill/damage shot to the head from bow/crossbow, animal runs randomly for x# rooms. Body/neck gets the flee if it sees you even 2 rooms away, any other spot CHARGE.
Sling middle skill/damage shot to the head, npc is addled, put in intoxication code...it still comes after you but can fall down and not gonna fight very well.
OR
On less in depth solutions....normally not agro simply GTFO and agro notice you and come to munch. If damage greater then x%hp they all run and become autoflee when in sight or some other status affect.
Many things possible other then making the skill(s) worthless outside PVP.
(edit) And I would apply such to NPC only...at least in the beginning
