In Pathfinder, each round lasts 6 seconds. Ward Ward's temporary hit points regenerate at a rate of 1 THP every 10 rounds. To determine how quickly they regenerate between fights, we need to determine how long ordinary actions last without a fight. Since Force Ward limits the number of THP at the character level, apart from a dungeon, it is probably safe to assume that they will regenerate completely between each fight.
In a dungeon, it's a bit more complicated. We can divide into two categories the most common actions that PCs perform inside a dungeon: move and use their skills.
The rules are not very clear on how PCs move outside the fight. However, rules on modes of travel may provide some guidance:
Modes of movement
When they move at different scales of movement, creatures walk, jostle or run.
- Walk: A walk represents an unhurried but determined movement (3 miles per
hour for a non-unused adult human).
- shove: A hustle is a jog
(about 6 miles per hour for an unencumbered human). A character in motion
his speed twice in one turn, or by moving that speed in the same
around that he or she performs a standard action or some other movement
action, knocks when he or she moves. (emphasis added)
- Run (x3) – displacement of three
speed is a racing rhythm for a character in heavy armor (about 7
miles per hour for a man on the plate).
- Run (x4) – displacement of four
times speed is a racing pace for a character in the light, medium, or not
armor (about 12 miles per hour for an unhealed human, or 9 miles
per hour for a human in mail coat).
The description of "Hustle" is how the PCs usually act in combat – standard action and movement action. On this basis, I consider the off-combat moves as "marches" (one action per turn), unless the players specifically tell me that they are hurrying (for example, because they want to fight several battles before their improvements disappear). . This gives a good indication of how much time the PCs need to move from one area to another on a drawn map (remember to adapt to challenging terrain, etc.).
Some skills, such as Disable Device, set clear rules on the duration of use of the skill (usually between 1 and 2d4 rounds, depending on the complexity of the device). Others, such as Diplomacy, give advice but leave room for maneuver to the minister ("Suggesting a plan of action" takes at least a minute, but perhaps much more).
Unfortunately, the official rules give little guidance on the time that Perception takes, which is probably the most common skill that PCs will use in a dungeon. The published scenarios suggest that the duration varies considerably depending on what the PCs are trying to do.
The best guide I've found comes from Lion Library. Searching for research documents with a perception check takes 30 minutes per computer and per room in a small room (up to about 25 squares on a 5-foot board), one hour for a medium-sized room, and two hours for a large room the map is 264 squares). If more PCs help, the time is divided between them, so it takes 10 minutes to 3 PCs to search a small room. A DM can use it to determine the time it would take a PC to search for a room, depending on the number of computers and what it contains (searching for a library probably takes longer than looking for a typical piece).