Combat
I've run Champions on RPOL and Roll20 before. Due to the nature of phases, and how many there are in any given segment/turn, it actually meant that each player would post once every few days (assuming there was a single post per player per given phase per day). So it made it a bit slow, but not slower than one would expect on a regular play-by-post with the same parameters. Of course, since the order of actions is strictly regulated by DEX order in a segment/turn, it is possible for several posts to occur in a single day, but since the GM would have to adjudicate the results of any actions (attack [hit/miss/damage], skills rolls, etc.) it will remain slow, but could be sped up if the GM has a lot time to check during a day.
Overall, though, once the map is ready to go on Roll20, there is very little upkeep for the GM. All s/he has to worry about is to make sure the tokens are in the right place.
On RPOL, assuming it is not theater of the mind, the GM would have to update the map, make good guesses of where everyone is at, and then post a new image for each action.
I find the initial work on Roll20 to be more of a good investment, as it allows each player to place themselves exactly where they want, and the GM has very little to update on the map during any given combat encounter, other than the motion of the opponents. If you spend, let's say, a week on a map and tokens for a battle you know is going to happen, you will have very little map work to do for the several weeks that combat will likely take.
I do have a bias, though: I like Champions' crunchy combat and numbers system. And for it to work, you have to have precise placements for distance measurements for combat penalties and areas of effect. So I do favor Roll20 for that.
This message was last edited by the player at 22:11, Thu 29 Aug.