As we all know from page 7 of the Player's Handbook, "Specific Beats General". The way it discusses 'general' and 'specific' is basically that 'general' means the standard game rules, as given in chapters 7-10 (and, I suppose, much of the Dungeon Master's Guide); and the 'specifics' are things like class features, racial traits, spells, conditions, and magic items.
But is there a hierarchy of specificity, or different levels of specific-ness? Is a magic item "more specific" than a spell? More or less than a condition?
In most cases, they both apply, and there are rules for how to combine them, but sometimes you have one exception that says "you can" and another that says "you can't". Is there any actual rules guidance for how to untangle those, or is it just down to the DM to decide which effect takes precedence?
I hesitate to give specific examples, which may tend to drive answers in the direction of discussing those examples rather than the overall idea that some rules are 'more specific' than others.
But, purely for the purpose of clarifying the kind of things I'm talking about:
Brad the Fighter has been Stunned, and as a result automatically fails all Dexterity saves. He finds himself within the area of a fireball cast by his Evoker friend, who uses Sculpt Spells to allow Brad to automatically succeed the save. (I certainly think Sculpt Spells wins for storytelling reasons; but is there something that would make Sculpt Spells inherently more specific than Stunned?)
Brad the Fighter is facing a pair of wizards, who stand side by side. First, he fails his saving throw against a fear spell, and thus must use his action to Dash away. However, he then fails his save against the wizard's compulsion spell that demands that he must run towards the pair. (Is one effect more specific than the other? Does the answer change if it were a command spell with the command 'Approach'? Does "specific beats general" even apply in such a situation?)
I ask this because I have recently heard some claims that, for example, a class ability is 'more specific' than a condition, which confused me, and I wonder if I've missed a game concept somewhere along the way.