An area of effect affect has electrified the ground. At the end of the round, everyone in the area takes damage.
A player takes a standard action to do whatever, and is in the area. They then move about a bit, and, when they only have 5' of movement left, they jump up. Their jump check exceeds their remaining movement.
At the end of the round, they argue that they should not take damage as they are not in contact with the ground.
Depending on how pedantic and argumentative the parties are, this eats up table time and decreases fun for most people.
huh, is that actually a thing? damage occurring at the end of the round? but i see your point, in a way. however, i would say that someone trying to game the system that badly is quickly going to see themselves lacking a group to play with.
and actually, i just realized that RAW there is no way to get a 10' running start and jump on the same turn. jump doesn't actually give you a way to get a running start, it just says "If you take a 10-foot running start just prior to the jump attempt". which the only i know how to do that is take the run action. which is full round. and if i do somehow get a running start, wouldn't my remaining movement for the turn be my run distance? ugh, they really should fix the wording to make it more clear. i just find it hard to believe they intended to make it impossible to do something i've been doing since i was a little kid. running and jumping was a pretty common thing for me.