It's been used Dozens of times before, some as way back as Featherstone. As Acharnement said, it works only when the armor values are fairly close. My caveat is that it only works when the total POSSIBLE modifiers are within 1 to 5.
The key to the process is not the modifiers but the die used. With a d 6 you have only a 5 point variance allowable because if one side rolls a 1 and the other a 6 6-1= 5. Thererfore one side with say an total modifiers of 0 facing a side with a total modifiers of 5 can only tie. 0+6=6 5+1=6. If the "0" modifiers faces a guy with modifiers of 6, the "0" can never win.
The same disparity will do the same thing on the high end.
For example a side with total modifiers of 30 versus total modifiers of 36 likewise can never win, but by your system would have AT LEAST six turns till he was eventually killed. It may be more.
The problem is that it would be as boring as a hammer driving a nail. Eventually the nail will be driven and the hammer will be free to nail another day.
This however does not disqualify the system from utility provided you add a few catches to it. For example you could make a rule that if the side rolling is SUPERIOR in modifiers rolls a 1, regardless of the disparity in modifiers, it loses one armor factor, and the other side looses nothing and if the side roll is INFERIOR in modifiers and it rolls a 6 then it dodges and gets no damage that turn, and if the superior side rolls a 1 and the inferior side rolls a 6 you have an inversion and the inferior side inflicts damage as if it were the superior side.
You can do any amount of these "catches" to break the straight mathematical dictate of the die roll.
For example in my rule set (admittedly for the 18th century and historical units) "Oh God! Anything But a Six!" units at times must "test" to do various things, -- move, fire, rally, charge, sand, etc. A unit has an ability of 1 to 5 in any of these areas. If they roll less than or equal to this ability they can do it. Officers have abilities of 1 to 4 which they can add to these raising them. For example, if an officer has an ability of 2 he can add it to a unit with an ability of 3 in a specific area, to make it a 5, so that unit can do the action on a 1 to 5. However the rules state (as the name itself shows) that regardless of how many modifiers you have you cannot modify the ability of a unit to more than 5, so a six is always a fail, nor modify it to less han 1 so a 1 is always a pass.
That'll work, though REMEMBER, if you you have large numers of modifiers, it will frustrate such things as overwhelming superiority.