Roll20's chat records everything. That's what I was referring to. Ideally, this is the way I see it working:
Any situation that requires a map (combat, travel, etc.) will have a reference to refer back to roll20.net for specifics.
In combat, players will roll initiative. This will set up the Turn Tracker which will dictate who's move it is.
Players make their character decisions, move their tokens on the map, roll their skill checks, etc. in roll20.net. This will all be tracked on the roll20.net chat for my reference.
Now, right off the bat I see some challenges which—while I think the idea is cool and love the concept of the additional player involvement and map presentation—could slow down combat situations dramatically.
First, you only get to resolve your character's action for that turn. This means that you'll need to return to roll20.net frequently to make sure you aren't holding up the game, or have open communication between the person before you and the player after you to keep the process moving.
Right now, I make all of your character decisions during combat. I receive a simple explanation from you as to what you want to do offensively, defensively, and then if you see another character in trouble. Then, I roll through the combat and write up the whole thing. You have very little involvement, but it is quick (relatively) and I put up a story post detailing the results. This would reeeeeaaaaallly slow that process down unless everyone was on top of things. And then, this will only reeeaaaly slow things down.
Second, the roll20.net system is not natively built for the REALITYbites system. That means that it may not function as I need it to, but from the looks of things, it can through some modifications and setup of macros on my part.
Either way, we haven't fully transitioned to using the roll20.net stuff, nor do we have the need for it, and the only post I have is from Eol (thank you).