It's not that I'm having a visibility problem. #1 I can't get fog of war to work on the client side. GM has it, players don't. I want to recreate the kind of visibility one might have in a d&d game when they go into a pitch black dungeon with only torches. The "...PitchBlack" is perfect (though agreed a little too much for that) if I could just change the player's light radius. I don't think I can use what your suggesting for GM mode though, right? I don't think the "Player_Light" setting applies in GM mode... does it?
I don't know much about GM mode.
But you did say
However, the light around the characters is too low. Is there a way to increase this brightness or have the characters carry torches or something so they can light up the area?
If you increase the intensity on the Player_Light root template it will do exactly that^. You could also increase the radius. That should affect all players in any mode.
I don't know if there are carryable torches in Divinity. I seem to remember someone making a mod for one in D:OS 1 but it's been awhile. Wouldn't be terribly difficult I don't think, you can attach lights in the sidebar to just about every object.
But a lot of the specifics on how to accomplish this aren't in my wheelhouse.
There are a few threads on the forum about complaints of how fog of war works in GM mode. But some of that "fog" is what's called distance fog, that's not the same as fog of war. It's an atmosphere setting. That's why I assumed it was affecting you as the GM, because you might be beyond the distance of the distance fog setting on your camera view. But that's just a theory on my part.