Thats an even worse idea if you ask me...
hows that?
proving pk free rooms is a bad idea. however keeping it where there are no pk free rooms, but rooms with added risk is worse? seems like poor logic
isnt that -part- of the reason for the pk system? to create risk situations? but adding more of a risk in all of about 3 spots on the map is such a terrible idea? really? its not gonna be something drastically changing. chase limit for the mob (only one per center square/common) would only extend to the city limits. simply serving as a way to keep law in the city without having to have a tribunal in the area.
potential abuse? everyone's spells drop sometime, right? many of them all drop at the same time, meaning the person -might- get one off before you can hit him, already buffed yourself, and you can end the fight and still have time to escape the golem.
maybe have it so once you leave town, combat with it is turned off, so it wont reinitiate when you come back. there arent many cities where you cant get out and back in within 5-10 seconds. 9 steps east or west from rheydin. 7 steps north or south. similar for val miran. 7 west (i think) for miruvhor, 2 east, then either 4 south or north, one west, and north or south to leave miruvhor. something you can easily do in seconds.