purestrain has an extremely valid point that needs to be carefully considered. There is no such thing as a truly realistic game - more realism often means less fun. The primary motivation in implementing a feature shouldn't be realism, it should be to add to the enjoyment of the game. Sometimes the two align and all is well.
When deciding how far a thrown object should reach you have more important considerations like balance. If characters in your game can throw javelins as far as they can really be thrown then it will be a very very short game indeed. The same applies to things like visual range, carrying capacity, food requirements, and so on. These sort of mechanics were never introduced to games for the purposes of realism - they have real gameplay effects, and are normally carefully balanced to be in tune with the gameplay. The goal of realism is often a perilous pitfall for developers who could instead be spending their time making cool gameplay.
But in answer to the original question, I suggest looking at some real sport records for objects - javelins, shots (the round heavy balls), archery and caber tossing all come to mind. Don't bother trying to do a fancy formula - it will be utter nonsense, as there are far too many variables involved and assumptions made. Things like ability to grip, surface area, shape (think boomerangs), spin, drag, angle thrown, thrower skill and so on can all have huge effects. A simplified system can produce crazy results, like breaking the speed of sound at high strength and low weight, or being able to pick up an object but only able to throw it a few centimetres, which will equate to it simply landing on the same square. Instead I'd suggest classifying objects into different range categories (perhaps based on weight for certain items) with bonuses applied for x strength, y dexterity and z skill (or whatever equivalents you have in the game). Aim for it to not go far beyond sport records when maxed, and take careful consideration of game balance at the same time.