From the PfH, I can't tell exactly how throw works (both the picking up and the throwing at an enemy parts), but I did notice that:

1.) Picking up and enemy and throwing them never(?) failed, at least not that I noticed while skimming through the gameplay.
2.) Actually hitting the enemy could fail, but the thrown goblin still took damage (~4)
3.) Hitting an enemy did 8 damage to both targets (roughly equal to normal weapon damage).

I'm assuming that #1 was just due to pure luck, because if not that is so so so bad. At the absolute minimum, picking up an enemy and throwing them into another enemy should require 2 rolls.
- An Athletics check or an attack roll vs AC against the first enemy to pick them up and throw them somewhere.
- An attack roll vs AC or a Dex ST to actually hit the second enemy with the first

Damage-wise, the current implementation is too high even with the above ^ restriction, unless my observed 4 damage on a miss and 8 damage to both targets if hit were both luckily high. Assuming 75% chance for both rolls: [ 0.75 * (0.25*4 + 0.75*16) + 0.25 * 0] = 9.75 expected damage. While normal weapon attacks only deal ~(1d8+4)*0.75 = 6.4 expected damage. So attempting to throw an enemy into another on average deals 50% more damage than a single weapon attack. And we haven't even included fall damage into the calculation, or the benefits of repositioning!
Damage should be split or at least reduced if one enemy is thrown into another; they shouldn't each take full damage.