I'm not entirely clear what you mean by "amount of ripple". If you mean literal "ripples", as in responding to an object or shore, that's something that takes a bit of doing, either a custom image-based displacement, or some function node wizardry. If you simply mean wave scale and/or roughness, that's much simpler.
At the simplest level, the Water Shader has Roughness, Wave Scale, and Smallest Scale settings. The Roughness basically does what it sounds like, controlling how rough or choppy the wave shapes are. This is similar to the Roughness settings in the fractal noise nodes (Power Fractal). Wave Scale controls the average wave size, and Smallest Scale controls the smallest wave size, thus establishing a general "octave range" for the noise function of the water. The Water Shader node basically has a customized Power Fractal-like noise function, with these controls exposed.
If you want more control, you can actually turn down Roughness to 0 to get totally smooth water then attach a Power Fractal to the input of the Water Shader and use its displacement settings to get more specific results. The details of Power Fractal settings and their effects would be a different, more general subject of course.
- Oshyan