There's no way to do this sort of effect in DBPro that would be fast enough to consider, a sphere mapped mesh that reacts to a players position is not out of the question, but would be incredibly slow. You could look into shaders to get the effect, but I doubt you'd have a lot of control over ripples etc. This is what I'd do:
Make 2 ripple textures, one with the shadows, one with the highlights, in a way that means that when you put them together on ghosted plains in DB, they appear embossed. The shadow texture should have a grey backdrop with darker ripple shadows, this must be negative ghosted (GHOST OBJECT ON Obj,1). The highlight texture should have a black background, but don't be tempted to use a highlight colour that is too bright, or it'll white-out too much. Now each ripple effect needs 1 each of these textures on a plain, both plains should be the same size, with the highlight plain a little above the shadow plain. Simply scaling and fading the plains will give a reasonable ripple effect, especially if you have a nice automated system, like putting a ripple at the position where anything hits the water, you could have little raindrop ripples if you like. The ripples should appear 3D in DB because the highlight plain is a little higher than the shadow, meaning different camera angles show the shadows under the highlights, giving a sorta bump map effect.
You will still need a backdrop water texture, but there's lots of caustic texture generators available.
Van-B

I laugh in the face of fate!