My sense – and keep in mind that I’m coming from way out on the storygame end of things here – is that tying the roshambo result to a roll to resist stress both unnecessarily narrows and fails to commit to the mechanic. Narrows it, because the only negative result you can get is increased stress. Fails to commit to it, because you’ve got this cool new mechanic, but you’re just using it as a prelude to a pretty run-of-the-mill dice roll that determines the real outcome.
If I were designing this, I’d put it like this:
When characters A and B get into a conflict, each throws the sign for their style of approach to the conflict. If A’s sign defeats B’s, A names the thing they most want out of the conflict [perhaps from a predefined PbtA-style list], and then B narrates how that outcome is reached. If A’s sign masters B’s, B names the one thing they want to salvage from their defeat [again, possibly from a list], and A narrates how that outcomes is reached.