In this style of play, monsters do not do double damage when they roll a natural 20 or critical. Instead, each monster has as part of its stat block can give the Critical Wound condition when they roll a natural 20. Critical Wound conditions from lower CR monsters are more easily relieved than higher CR monsters, of course. Critical Wound conditions have a number rating, which corresponds to the spell slot level of healing to be used out of combat and touch, as one of the requirements to remove the condition.
If you gain the Critical Wound condition from a natural 20 from a monster (see below*)
1) Your hit point maximum temporarily becomes half your normal maximum.
2) You cannot benefit from short rests, except hit points up to your new temporary maximum.
3) All hit die rolls (hit die plus bonus) results are halved.
4) You cannot benefit from features that reset from a long rest, except hit points rolled with half hit die (plus bonus).
With the appropriate healing level spell for the level of critical wound, you may remove all the restrictions except for half hit point maximum and half hit die (plus bonus) rolling results. To remove the hit point maximum restriction, you must get a long rest. You may only regain hit points from this long rest by spending hit die (plus bonus) that are halved, after this long rest, the critical wound condition is removed. Healers may very well need to heal you more or you may need extra rest. The DM might not allow a short rest just after a long rest.
*Three typical triggers distributed on the various monsters.
1) A natural 20 that brings you to half your hit points or less. (typical at tiers 3 or 4)
2) A natural 20 that brings you to zero hit points. (typically tiers 1 and 2)
3) A natural 20 that brings you to a number of hit points that is your level or less. (tiers 2 and up typicaly - example: 5th level character brought to 5 hp or less)
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