Experts (CSC)

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: "The martial artist leaps up at the three fighters, does a spinning side kick and knocks two of you down. B'roljs hit points are reduced by twelve and Eyegor's by nine. He then..."
: "No way, that's just not possible. A real martial artist would have to use two kicks and the fighters could have avoided them easily. I'm a brown belt in Tae Kwan Do and 1 know this stuff Be real, and replay his attack the way it should be."
Assuming the player is a karate student (and the DM is not) he probably does know more about the martial arts than the DM. He could just as easily be an archery enthusiast challenging the DM on the realism of a barrage of arrows or an architect correcting the DM in his design of a castle. The point IS that the player is better informed on the subject than the DM and as an "expert," he expects his special knowledge to both countermand one or more of the DM's game actions and allow his character to act as if he too possessed the same knowledge.
From the DM's point of view, his game has just been interrupted, his authority has been challenged, and more importantly, he has been made to look foolish because he apparently does not know his material. A less-principled DM may follow up on the urge to take a pay-back on the players character later in the game. Yet there are other ways to more effectively deal with experts.
First of all, reinforce the authority of the DM. Regardless of what the expert says, the DM's judgement regarding a situation stands. This is a game, the rules were designed to be fun and playable, not perfect simulations of reality.
Second, and only if necessary, gently inform the player that his character probably would not have that type of information, and that you would appreciate it if he would accept the challenge of roleplaying him in that manner.
Third, the DM has to accept that he himself is not the last word in every subject. Other people will probably know more about aspects of his world than he will ever have the inclination to even research. Look upon those players as resources, not just as thorns in the side. If a player brings up a point of realism that might be, useful part of the game, the DM should offer to work with him to design a rules variant that incorporates his knowledge.
The DM's campaign will be improved by an additional richness of detail and, more importantly, the player feels needed. In the end, he will feel more a part of the game (though he may regret it if his special rules eventually work to his detriment some day).