Homebrew changes to manage stress
Hi all, GM here looking for feedback on a couple changes I'm planning for cinematic adventures. I've noticed that my players often struggle with stress getting to the point of max stress and constantly auto failing rolls because of it. I've been doing my best to encourage them to take breaks when they can and not go out of my way to have them ambushed when they are resting to reduce stress but it still quickly becomes a snowball effect. So I'm looking at bringing up the following two changes:
Signature items are back. This one is pretty simple, going back to the old rules to give players a once per act stress reduction with a bit of RP
Overhaul of hitting 10 stress. Ok this is the big one. Once you hit 10 stress you suffer a mental break, breaking under the waves of stress. You will roll 2d6, reducing your stress by that amount. But then you will use that same roll as a d66 on the mental trauma table (computing with the new reduced stress amount so they aren't nearly always ). If you suffer this more than one time PER ACT on subsequent breaks you will also lose a point somewhere of your choice.
The signature items aren't really something I'm concerned about, I'm honestly surprised they were removed with evolved edition. But for the stress break I'm looking for a way to give players a bit of a soft stress reset while still maintaining the significance of stress and it being something players should not dismiss. I've found the mental trauma table doesn't really apply to these so it also adds an interesting new range of effects. DM discretion of course for the rolls, for example if Wilson or Lucas from CoTG rolled to lose their agendas I don't think that would be best for the story.
Thoughts?
(Edit: while I am absolutely open to hearing how y'all manage stress in your games and am taking that feedback onboard as well I'd really like your thoughts on my proposed homebrew, ie: if it's too punishing/forgiving etc)