Adding a modifier to multiple objects.
I don't know why this is not possible in Blender yet as it just works in 3ds max and they both have similar modifiers stack workflow.
You can't add a modifier to multiple objects directly, the only two ways I know is copy attributes addon or 'Ctrl+L' for link data but they both remove and replace existing modifiers instead of adding/appending the new ones to the stack, so you're only left with adding them one by one.
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You can use "Copy to Selected" from the modifier drop-down menu to add modifiers from the active object to all selected objects, without destroying their existing stacks. This must be done for every modifier you wish to copy over. You can also drag modifiers onto other objects in the Outliner, but that will destroy their existing stack.
It would be useful to apply modifiers to multiple objects when you have them selected though, I feel like this is just an expected behavior. The same could be said for Auto Smooth. There's a chance that would mess with Blender's usage paradigm too much, and in that case the current solutions aren't too bad. There's already a multitude of ways to copy modifiers, they're just a bit fractured.
There's also the “copy attributes” addon which allows to copy all or a selection of modifiers between objects. And other things.
I'm kinda spamming this in all related proposals right now but we realy need to get ONE related proposal on top of the page for visibility.
This should be part of "edit multiple propoerties of all selected objects at once". Not just for singular values or just modifiers. For everything.
blender.community/c/rightclickselect/qfcbbc/
Let we imagine this in other way.. blender.community/c/rightclickselect/WPqg/ Armature inheritance as Independent solution and Instance Like material in nodes or bleder sheet we see the modificators, then we can apply this from outline to objects as individually or like instance, also to this instance can be added objects or can remove objects from this instance.
..just idea and reflection I see potential of this for some "fractal" like tree, plants, terrain parts, clouds, rivers
The other complementary thing in max is linked or instanced modifiers. Drivers can be a solution in blender but not as easy.
I'm surprised this hasn't been implemented yet, it's something that should definitely be doable while holding alt, adding a modifier to the top of the stack of every selected object.